Meara | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Meara

Ivor's Huntsman 9 Class & Level
Outlander Background
Aasimar Race
Any Alignment

Strength 23
+6
Dexterity 16
+3
constitution 14
+2
intelligence 15
+2
wisdom 16
+3
charisma 11
+0
Total Hit Dice 9
Hit Die 1d10+2
4 proficiency bonus
15 Passive perception
10 Strength
3 Dexterity
5 Constitution
2 Intelligence
3 Wisdom
0 Charisma
saving throws
6 Acrobatics
3 Animal Handling
5 Arcana
10 Athletics
0 Deception
2 History
3 Insight
0 Intimidation
2 Investigation
3 Medicine
2 Nature
6 Perception
0 Performance
0 Persuasion
2 Religion
3 Sleight of Hands
3 Stealth
2 Survival
skills
16
AC
70
Hit Points
0
Initiative
30
Speed
Light and medium armor, all weapons, herbalism kit, dark vision, celestial language, resistance to necrotic and radiant damage, sylvan language.
Proficiencies
Longsword 1H 1d20+8 1d8+4 Slashing
Longsword 2H 1d20+8 1d10+4 Slashing
Light Crossbow 1d20+6 1d8+3 piercing
Blade of Hellige Riddere: 3 charges when not at full health. Additional 1d8 radiant damage. Attacks
Spell save DC= 14
Spell attack bonus= +6
Breeze
(Cantrip)
Casting time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration
________________________________________
You conjure a minor breeze which might rustle some bushes or lift a small
untended object up into the air for a moment. Maintaining the breeze requires concentration.

Telekinetic Blast
Casting time: Bonus Action
Range: 15 feet
Components: S
Duration: Instantaneous
________________________________________
Each creature in a 15 foot cone originating from you or all creatures within 5
feet of you (your choice) must make a Dexterity saving throw. If they succeed, they are
unaffected. If they fail, the creature is pushed 15 feet away from you and are knocked prone, if they are a large or smaller creature. If they are a huge or larger creature, they have disadvantage on attack rolls till the end of their next turn.
crumbling walls may be broken.
At higher level
At 7th level: Creatures that fail their saving throw also are incapacitated until the end
of their next turn.

Ignite
(cantrip)
Casting time: Bonus Action
Range: 30 feet
Components: S
Duration: Instantaneous
________________________________________
You light or snuff up to 3 candles, torches, or small campfires within 30 feet.
At higher level: At 7th level: range increases to 60 feet, and up to 6 targeted objects
Firebolt
(cantrip)
Casting time: 1 Action
Range: 120 feet
Components: S
Duration: Instantaneous
________________________________________
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At higher levels, a critical hit will result in damage to any artificial armor being worn by the target, reducing their AC by half.
At higher level: This spell’s damage increases by 1d10 when you reach 7th level (2d10), 10th level (3d10), and 15th level (4d10).


Shield
(Cantrip)
Casting time: Reaction
Range: Self
Components: S
Duration: 1 round
________________________________________
As a reaction, you surround yourself with a shimmering force barrier that grants you a +2 AC and makes you resistant to non-magic attacks, and non-magic weapons. Spell ends at the end of your next turn or if hit by a critical attack. Can’t be used again till after 1 round.
At Higher levels: At Level 10: Shield adds +5 AC

Ethereal Trap
Casting time: 1 Action
Range: Self
Components: S
Duration: Instantaneous
________________________________________
You create a fixed 30-foot diameter trap that slows creatures in range at that time to half speed. While in this trap, creatures can’t take reactions or attacks of opportunity and have disadvantage on dexterity saving throws. Once the creatures that were affected by the trap when it was activated have left the trap, it is dispelled. Any undead creature in this trap is restrained until the end of their next turn, and until they can complete a successful wisdom saving throw, which dispels the trap.
At higher level: At level 10: Creatures take 1d6 radiant damage x half your huntsman level rounded down every turn they start within the trap.

Charm Creature
(cantrip)
Casting time: 1 Action
Range: 30 feet
Components: S
Duration: 1 hour
________________________________________
A Creature you can see must succeed on a Wisdom saving throw, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends. Spell can only be used once between short rests.
At Higher Levels: 10th level you can target 2 creatures, 15th level 3, 18th level 4.


• Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Healing Hands.
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light
Cantrip Evocation

Casting Time: 1 action
Range: Touch
Components: V M (A firefly or phosphorescent moss)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Spellcasting
Coin Purse:
Gold: 1285
Silver: 206
Platinum: 8
Copper:8
Wizards Door:
-Lilith's Journal
-Jesper's Dagger
  • Wolf Head Trophy (on horse)

  • In Backpack:
    -Leather covered chain shirt: 13 +2 AC
  • +1 Silver longsword
  • Long Bow
  • -Arrows (20)
  • light crossbow
  • Bolts (16)
  • bedroll
  • mess kit, a
  • tinderbox,
  • -10 torches,
    -(6) days of rations and a
  • waterskin
  • 50 feet of hempen rope strapped to the side of it.
  • Staff
  • hunting trap
  • traveler's clothes
  • (14) regular healing potions
  • (26) servings of Deer Jerky
  • Winter Cloak (equipped)
  • Grandmother, Granfmother (book)
  • (13) Healing potions
  • 10 shots of poison
  • Equipment
    Fidgeting with things till they break
    Personality Traits
    Nature is more important than civilization
    Ideals
    Cares for Wullfric like part of her pack
    Bonds
    Cares more about the safety of her friends more than anything else.
    Flaws
    -silver tell
    -fighting style great weapon fighting
    -second wind
    -action surge
    -beastiary
    -favored prey: monstrosities
    -Darkvision:60 ft
  • +10 stealth on natural terrain
  • -Extra Attack

    -combat superiority- 5 D8s
    Features & Traits

    Created by

    FireMaiden.

    Statblock Type

    Character Sheet (2018)

    Link/Embed