Travis 7th | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Travis 7th

Large Centaur, Fey, Ranger Swarmkeeper, Monk, Soldier , Neutral

Armor Class 16 (Unarmoured Defence)
Hit Points 61 (6d10&1d8+7)
Speed: 45 ft Swim: 45 ft Climb: 45 ft

STR

12
( +1 )

DEX

18
( +4 )

CON

12
( +1 )

INT

11
( +0 )

WIS

14
( +2 )

CHA

11
( +0 )

Saving Throws Str +4, Dex +7
Skills Athletics +4, Insight +5, Intimidation +3, Nature +3, Perception +8, Survival +5, One type of gaming set, vehicles (land)
Languages You can speak, read, and write Common, Elven, Sylven and ?.
Challenge Rating 7
Proficiency Bonus +3

Spell Slots. You regain all expended spell slots when you finish a long rest.   Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 13   Spell attack modifier = your proficiency bonus + your Wisdom modifier = +5   Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.   Primal Awareness. You can focus your awareness through the interconnections of nature: you learn additional spells, these spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. Speak with Animals.   Cantrips. Mage Hand   1st Level (4). Faerie Fire, Speak with Animals, Cure Wounds, Hunter's Mark, Longstrider   2nd Level (2). Web, Beast Sense, Locate Object


Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.   Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to Fey and ? as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Natural Explorer. You are particularly familiar with forests and ? and are adept at traveling and surviving in them. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • 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.
  Deft Explorer. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.   Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.   Gathered Swarm. A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
  • The attack's target takes 1d6 piercing damage from the swarm
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.
  Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.   Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.   Unarmored Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier or 16.   Martial Arts. Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Actions

Longbow. Ranged Weapon Attack: +9 to hit, reach 600 ft., one target. Hit: (1d8 + 4) piercing damage. Ammunition, Heavy, Two-Handed.   Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.   Hooves. Melee Weapon Attack: +4/7 to hit, reach 5 ft., one target. Hit: (1d4 + 1/4) bludgeoning damage.

Bonus Actions

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.


Created by

Noble 7.

Statblock Type

NPC Sheet

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