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Гризлак

Ranger (Gloom Stalker) 3 Class & Level
Folk Hero Background
Kobold Race
Хаотический добрый Alignment

Strength 9
-1
Dexterity 18
+4
constitution 13
+1
intelligence 11
+0
wisdom 15
+2
charisma 9
-1
Total Hit Dice 3
Hit Die
1d10+1
+2 proficiency bonus
+1 Strength
+6 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+4 Acrobatics
+4 Animal Handling
+0 Arcana
+1 Athletics
-1 Deception
+0 History
+4 Insight
-1 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+4 Perception
-1 Performance
-1 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+4 Survival
skills

 
15
Armor Class
25
Hit Points
+6
Initiative
35
Speed
Attacks

Heroes Enabled

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The statblocks of your class features

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Statblocks for race/species of the character.

Kobold

ability score increase: Your Dexterity score increases by 2, and your Strength score is reduced by 2.
age: Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.
alignment: Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend towards law.
Size: Small
speed: 30
Languages: Common, Draconic
race features:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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Statblocks for your spells.

Level 1 Spells

PHB

Hunter's Mark

1-level Divination

Casting Time 1 Bonus Action
Range 90ft
Duration Concentration, up to 1 Hour
Components V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Ranger, Paladin (Oath of the Vengeance)

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

Player's Handbook

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V,S

You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

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Created by

Undying Light.

Statblock Type

Character Sheet (Legacy)

Link/Embed