Sylvir | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sylvir

Beastmaster 3 Class & Level
Outlander Background
Wood Elf Race
Neutral/Good Alignment

Strength 13
+1
Dexterity 15
+2
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 8
-1
Total Hit Dice 2
Hit Die
1d10+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+0 Arcana
+3 Athletics
-1 Deception
+0 History
+2 Insight
-1 Intimidation
+0 Investigation
+2 Medicine
+2 Nature
+4 Perception
-1 Performance
-1 Persuasion
+0 Religion
+2 Sleight of Hands
+4 Stealth
+4 Survival
skills Saving Throws: Charisma, Wisdom Skills: Perception, Stealth, Nature Outlander Skills : Survival, Athletics proficiencies

 
13
Armor Class
32
Hit Points
+2
Initiative
30
Speed
Whip1d20 + 2damage 1d6 + 2
Longbow1d20 +2damage 1d8 + 2
Attacks
Armor: Light armor
Weapons: Martial weapons, simple weapons
Tools: Lute
Languages: Common, Elvish

***Current Health: 25
Proficiences
MONEY - 270gold, 2110 silver, 3100 copper
LOOT - carved wooden staff(25gp), small vial of perfume(25gp), iron bracers (25gp)

6x Gnoll spear
___________________________________________________________________
Potions:
  • Health x1
  • ___________________________________________
  • A whip
  • A longbow with a quiver
  • Necklace --- Wolf's Fang, Kobold tooth, Phase Spider Queen Fang
  • a backpack
  • a crowbar
  • a hammer
  • 10 pitons
  • 10 torches
  • tinderbox
  • 10 days of rations
  • waterskin
  • 50 feet of hempen rope strapped to the side of it

  • A staff
  • a hunting trap
  • a set of traveler's clothes
  • a belt pouch containing 10 gp
  • Equipment
    --- For all companions ----------
    Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.

    Your companion uses your proficiency bonus, rather than its own
    In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls
    It gains proficiency in any two skills of your choice
    It gains proficiency in Strength and Dexterity saving throws
    For every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.
    ----------------------------------------

    Blood Hawk
    Small beast, unaligned

    Armor Class 12(+2)
    Hit Points 26
    Speed 10 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    6 (-2) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 5 (-3)
    Skills Perception +4
    Senses passive Perception 14
    Languages —
    Challenge 1/8 (25 XP)
    Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

    Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.

    ACTIONS
    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

    Bonds
    -Beast Expert-
    Beginning at 1st level, you are already adept in handling beasts. You gain proficiency in the skill, Animal Handling, and you double your proficiency bonus for all checks made with this skill.

    -Beast Taming-
    Beginning at 1st level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rate, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.

    When you attempt to tame a beast, make a Wisdom (Animal Handling) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action.

    You are able to tame as many creatures as your Wisdom Modifier.

    -Beast Companionship-
    Beginning at the 1st level, your animal companion is greatly affected by the bond you share. It rolls for initiative, like any other creature, but you determine its actions, decisions, etc. If you are incapacitated or absent, your companion acts on its own.

    Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.

    Your companion uses your proficiency bonus, rather than its own
    In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls
    It gains proficiency in any two skills of your choice
    It gains proficiency in Strength and Dexterity saving throws
    For every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.

    Beginning at the 3rd level, you are at your best when nearest your beast companion. Whenever you are within 10 feet of your beast companion, if you are caught in a surprise attack, you may use your reaction to make a Wisdom saving throw of DC 8 + wisdom modifier. On a successful save, your beast companion will intercept and counter the attack.

    Companion sense
    At 4th level, you can now as an action close your eyes and as long as you are concentrating can see from the eyes of your companions. At 8th level in addition to sight you can now hear. At 12th level in addition to sight and hearing you can now smell. At 16th level in addition to sight, smell, and hearing you can now taste.
    Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    [block: From: https://www.dandwiki.com/wiki/Beast_Master_(5e_Class)   Beast Expert Beginning at 1st level]
    [block: and you double your proficiency bonus for all checks made with this skill.   Beast Taming Beginning at 1st level]
    [block: as indicated by the Beast CR column on the Beast Master feature chart. You may not tame any beast with an evil alignment.   When you attempt to tame a beast]
    [block: the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action.   You are able to tame as many creatures as your Wisdom Modifier.   Beast Companionship Beginning at the 1st level]
    [block: your companion acts on its own.   Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.   Your companion uses your proficiency bonus]
    [block: rather than its own In addition to the areas where it normally uses its proficiency bonus]
    [block: an animal companion also adds its proficiency bonus to its AC and to its damage rolls It gains proficiency in any two skills of your choice It gains proficiency in Strength and Dexterity saving throws For every level you gain after attaining an animal companion]
    [block: unless its description specifies otherwise.   Call of the Wild Beginning at the 2nd level]
    [block: you are able to sense the presence of any creature you can tame within 30 feet of yourself.   Beast Master Training Beginning at the 3rd level]
    [block: 11th and 15th levels.   Ability Score Increase When you reach 4th level]

    Blighted Mutations


    D10NameDescriptionEffect
    1SpellFailureWhatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers.
    When casting a spell Roll 1d10
    on a 1 the spell fizzles; it counts as a use even as it has no effect.
    2TumorSomewhere on your body there is a mass of flesh that keeps growing.An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character.
    3Extra EyeYou grow an additional eye—perhaps it is on your faceperhaps not—but wher-ever it grows it confuses your vision.You suffer -4 to mutation modifier Perception Checks.
    4StupidityYou have increasing difficul-ty putting together coherent thoughts.You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4).
    5FrenziedYou are liable to to fly into a frenzy over any pettiness: a spilled glassa woundor even an insult.When dropped to below 50% of your hitpointsyou enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternatelyif the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpointsthey can choose to double the duration with all benefits/limitations at no additional cost or disadvantage.
    6ImpulsiveYou have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you.You suffer a -2 Mutation Modifier on Will Saves.
    7Beast’s MawYour throat is growing thick and bestialmaking you una-ble to shape intelligible words.You are now mutecan only communicate verbally through grunts. While you can still approximate verbal components to cast spellsdoing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency.
    8Extreme HungerYou are always hungry and must eat incessantly or grow ill.If you have not eaten a meal equal to a day’s rations within the last 2 hoursyou gain the sickened conditionif not eaten within the last 4 hours you gain the nauseated condition.
    9Misshapen HandsYour fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands.You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands
    10Misshapen BodyYour spine or limbs twist in ways they weren't supposed to.Your movement speed is reduced by 10 feet
    [block: you can't increase an ability score above 20 using this feature.   Companion sense At 4th level]
    [block: and hearing you can now taste.   Tools of the Trade Beginning at the 5th level]
    [block: you are able to deal damage equal to the weapon's natural attack damage + your strength modifier + dexterity modifier.   When using a net]
    [block: you may now throw a net for a range of 15/25.   Ambush Attack Beginning at the 6th level]
    [block: you have advantage on initiative during a surprise attack.   Additionally]
    [block: you may command your companion to execute a stealth attack. The damage of this stealth attack is equal to the beast's natural damage + your beast master level.   Strong Arm Beginning at the 9th level]
    [block: you learn how to handle even the unruliest creatures. You now have advantage on all grappling checks.   Wild Sense Beginning at the 10th level]
    [block: but not their specific identity.   Master's Tools Beginning at the 13th level]
    [block: you may choose to increase the reach of your attack by 5 additional feet.   The AC for any net you use is now 15]
    [block: and it must be dealt 15 slashing damage to free a creature trapped inside of it. You net can now be thrown at a distance of 30/50   Growing Herd Beginning at the 14th level]
    [block: as indicated by the Beast Master feature chart.   Calming Presence Beginning at the 17th level]
    [block: unless provoked.   Be the Beast Beginning at the 18th level]
    [block: you take on more characteristics of the beasts you tame:   You are now able to climb with a speed of 40 feet]
    [block: and are not slowed down by climbing during combat. You are able to use an action to deal a bite attack]
    [block: which deals 4d8 slashing damage. You gain a swim speed of 40 feet]
    [block: and do not have to come up for air. Master's Bond Beginning at the 20th level]
    [block: except for their intelligence.   Additionally]
    [block: as if you are speaking the same language.   Beast Master Training Beast Masters usually will find a higher calling to a certain area in their career]
    [block: and they will train not only their wild companions but themselves extensively to become the best in a that area of beast mastering.   Monster Hunter Sometimes]
    [block: beasts are not enough of a challenge to handle. A Monster Hunter expands their understanding of other wild creatures. All the better to tame the wilderness.   Monster Mash Beginning at the 3rd level]
    [block: then your attempt to tame it must require a critical success.   Magical Hunter Beginning at the 7th level]
    [block: you infuse your weapons to better tame the wilds. Your attacks now count as magical for the sake of overcoming resistances.   Stare Down Evil Beginning at the 11th level]
    [block: its alignment changes to neutral.   Giant Wrangler Beginning at the 15th level]
    [block: you learn how to better handle creatures larger than yourself. You have advantage on attacks and skill checks against any creature up to 2 sizes larger than yourself.   Additionally]
    [block: you are able to use your net to entrap and restrain creatures that are sized huge or smaller.   Ultimate tamer At 19th level]
    [block: You are able to use your net to entrap and restrain creatures that are sized gargantuan or smaller.   Additionally]
    [block: double the number of companions as long as they are all monstrosities.   Wild Walker Wild Walkers are more in tune with the natural world than almost any other sapient creature. Their bonds with the animals is truly profound]
    [block: and grants them an awareness few others have.   Pride of Lions Beginning at the 3rd level]
    [block: your beast companion will intercept and counter the attack.   Fetch Beginning at the 7th level]
    [block: your companion adds your dexterity modifier + your proficiency bonus to the roll. The item that they steal must be light enough for them to reasonably carry.   Feral Senses Beginning at the 11th level]
    [block: hearing and smell increase exponentially. You gain the following attributes from this feature:   You gain the darkvision trait. If you are playing as a creature who already has the darkvision trait]
    [block: upgrade it to superior darkvision. You gain advantage on perception skill checks related to hearing and listening. You are able to spend 1 minute to discern the scent of a creature or object. When you identify the scent]
    [block: you are able to track its source from up to 1 mile away.   Protective Bond Beginning at the 15th level]
    [block: your beast companions will counter attack if the creature that attacked them is within range.   Charm protection At 19th level]
    [block: your bond with your beast companions are great that it protects you and your beast companions from being charmed. You and your beast companions are now immune to the charm condition.   Additional]

    Statblocks for your familiars, mounts etc.

    [block: --- For all companions ---------- Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.   Your companion uses your proficiency bonus]
    [block: rather than its own In addition to the areas where it normally uses its proficiency bonus]
    [block: an animal companion also adds its proficiency bonus to its AC and to its damage rolls It gains proficiency in any two skills of your choice It gains proficiency in Strength and Dexterity saving throws For every level you gain after attaining an animal companion]
    [block: unless its description specifies otherwise. ----------------------------------------   Blood Hawk Small beast]
    [block: unaligned   Armor Class 12 Hit Points 7 (2d6) Speed 10 ft.]
    [block: fly 60 ft.   STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 1/8 (25 XP) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.   Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.   ACTIONS Beak. Melee Weapon Attack: +4 to hit]

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    jtpowelliii.

    Statblock Type

    Character Sheet (Legacy)

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