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Crin Gud

Feral Dhampir Race
Ghrumm Origin
Ranger 3 Class & Level
Good Alignment
Roh'zar Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 1d10
Hit Die
1d10+2
+0 proficiency bonus
+1 Strength
+1 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+0 Insight
+0 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+2 Nature
+0 Perception
+0 Performance
+0 Persuasion
+1 Religion
+0 Sleight of Hands
+2 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
36
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none

Saving Throws: Strength, Dexterity

Vampiric Guile – You gain proficiency with one of the following skills of your choice: Intimidation

Dark vision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Necrill.
Proficiences
Spell Slots
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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
Spell attack modifier = your proficiency bonus + your Wisdom modifier
--------------------------------
Zephyr Strike
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Classes: Ranger
Source: XGE, page 171
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Entangle
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Classes: Druid
Subclasses: Giant Soul (UA) (Stone) Sorcerer, Primeval Guardian (UA) Ranger, Primeval Guardian (UA) Ranger (Revised)
Optional/Variant Classes: Ranger
Optional/Variant Classes (legacy): Ranger
Backgrounds: Golgari Agent
Source: PHB, page 238. Available in the SRD.
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Hail of Thorns
PHB
p249
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Classes: Ranger
Source: PHB, page 249


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Subclass spell gain:

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Source: PHB, page 270. Available in the SRD.
Spellcasting
scale mail
2 shortswords
(b) an explorer's pack
A longbow and a quiver of 20 arrows
Equipment
Mad Man
Stat Array
Feral Dhampir
Ability Score Improvement – Your Dexterity score increases by +2 and your Charisma score increases by +1.

Fighting Style:
Two-Weapon Fighting
p72
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Fangs – Your fangs are a natural weapon which you can use to make unarmed strikes. Your fangs count as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.

Blood Frenzy – Consuming the blood of the living in excess imbues you with power, and embracing it allows for you to enter a state of rage and fervor. Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.

Invigorate – Once per long rest, when you successfully attack a living humanoid with blood using your fangs, you can spend one Hit Die to heal yourself (no action required). Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total. Using this ability counts as a source of blood for the blood curse effect.

Blood Curse – Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid.

Origin Augmentation:
Sanguine Ville - You get 10ft movement speed when moving towards enemies with blood.

Class Specialty Augmentation: Undead Knight
Nouviea Curse - The knight touches the target and channels vampiric energy to make a spell attack. The target takes 4d4 necrotic damage and either the knight or Crin heals for half the amount. This ability can be activated twice per long rest.

Favored Enemy
PHB p89
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: UNDEAD
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 that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: FOREST
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.

Subclass - Monster Slayer
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer Spells
Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Hunter'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.

Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

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

Ghostie_lve.

Statblock Type

Verum Character Sheet

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