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Gabriel Moonheart

Fighter/Ranger 1/4 Class & Level
Bounty Hunter Background
Human (V) Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 8
-1
wisdom 14
+2
charisma 8
-1
Total Hit Dice 5
Hit Die 1d10+3
3 proficiency bonus
15 Passive perception
3 Strength
3 Dexterity
6 Constitution
-1 Intelligence
2 Wisdom
-1 Charisma
saving throws
6 Acrobatics
5 Animal Handling
-1 Arcana
0 Athletics
-1 Deception
-1 History
5 Insight
-1 Intimidation
-1 Investigation
2 Medicine
-1 Nature
5 Perception
-1 Performance
-1 Persuasion
-1 Religion
3 Sleight of Hands
6 Stealth
5 Survival
skills
16
AC
49
Hit Points
3
Initiative
30ft
Speed
Common, Undercommon, Infernal

All Weapons, All Armor, Shields

Thieve's Tools, Bones
Proficiencies
AttackBonusDamageType
Crossbow 1d20+9 1d6+3 Piercing
Sharpshooter 1d20+4 1d6+13 Piercing
Saber 1d20+6 1d8+3 Slashing
Hunter's Mark 1d6
Slayer's Prey 1d6
Attacks

1st Level Spells


Cure Wounds: (Evocation)
Hunter's Mark: (Divination)
Zephyr Strike: (Transmutation)
Protection From Evil and Good: (Abjuration)
Spellcasting
2 Hand Crossbows
1 Saber
1 Dagger
Breastplate
1 Backpack
3 Bear Traps
50ft of Rope
4 x20 Crossbow Bolt Quivers
5 Days Rations

Equipment
I'm always calm, no matter the situation. I never raise my voice or let my emotions control me.
I never pay attention to the risks of a situation; Never tell me the odds.
I always have a plan for what to do when things go wrong.
I am slow to trust, long to love.
Personality Traits
Cynicism; People are much closer to the monsters they fear than they think.
Greater Good; My responsibility is to lay down my life to protect those I love.
Freedom; A choice is much more valuable than any coin you offer me.
Predation; There are 2 kinds of beings in this world, Predator and Prey. I am a Predator so I may protect the Prey.
Ideals
Those who fight beside me are those worth dying for.
I fight for those who cannot fight for themselves.
Monsters of this world must be purged if they may not turn to the light.
Bonds
I'd rather eat my crossbow bolt than verbally admit when I'm wrong.
I have a "tell" (Twitchy trigger finger) for when I'm lying.
I have little sympathy for monsters or monster-like creatures.
Flaws
Ear To The Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Crossbow Expert

Sharpshooter

Archery Fighting Style: You gain +2 to Ranged Attack rolls

Second Wind: As a Bonus Action, you may regain Hit Points equal to 1d10 + Your Fighter Level. You cannot use this again until you finish a Short or Long Rest.

Favored Enemy (Humanoid): Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Spellcasting

Close-Quarters Shooter Fighting Style: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Primeval Awareness: Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Slayer's Sense: At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey: Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Features & Traits

Created by

Vivid Matter.

Statblock Type

Character Sheet (2018)

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