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Aymar

High Elf Race
Ex-Military Origin
Fighter 1 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 19
+4
constitution 12
+1
intelligence 13
+1
wisdom 11
+0
charisma 10
+0
Total Hit Dice 1
Hit Die
1d10+1
+0 proficiency bonus
+2 Strength
+4 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+1 Arcana
+2 Athletics
+0 Deception
+1 History
+2 Insight
+0 Intimidation
+1 Investigation
+2 Martial
+0 Medicine
+1 Nature
+2 Perception
+0 Performance
+0 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
16
Hit Points
+6
Initiative
30 ft.
Speed
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Athletics, Insight, Perception, Martial

Languages: Common,
Proficiences
Leather Armor (11 + Dex)
Scout rifle? (instead of longbow)
Pistol? (instead of hand crossbow)
Rapier (1d8)
Shortsword (1d6)
Dungeoneer's pack
- a backpack
- a crowbar
- a hammer
- 10 pitons
- 10 torches
- a tinderbox
- 10 days of rations
- a waterskin
- 50 feet of hempen rope
Equipment
The Specialist
Stat Array

Race Features (High Elf)


Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.


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Class Features


Favored Enemy
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.

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.


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 s
  • izes, and how long ago they passed through the area.


Fighting Style
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

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.


Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Grimtooth52.

Statblock Type

Verum Character Sheet

Link/Embed