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

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Olhado

Venturer Explorer 3 Class & Level
Venture: Discovery Background
Ruminsa Capra Race
Chaotic Neutral Alignment

Strength 11
+0
Dexterity 17
+3
constitution 15
+2
intelligence 14
+2
wisdom 17
+3
charisma 9
-1
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+4 Constitution
+2 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+2 Arcana
+2 Athletics
-1 Deception
+2 History
+3 Insight
-1 Intimidation
+4 Investigation
+3 Medicine
+2 Nature
+3 Perception
-1 Performance
-1 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills

 
14
Armor Class
30
Hit Points
+3
Initiative
35ft
Speed
WeaponAttackDamage
Short Sword 1d20+5 1d6+3 Piercing
Short Bow 1d20+5 1d6+3 Piercing
Horns 1d20+2 1d4 Piercing
Attacks
I am always looking for new discoveries, never content with what I saw.
Personality Traits
I believe there is an ultimate truth somewhere and I will never stop looking for it.
Ideals
At home, in the orphanage, Teacher is always waiting for stories of my travels.
Bonds
I get attached to people who accept my personality or ability.
Flaws

Heroes Enabled

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

The statblocks of your class features

Venturer Explorer


Hit Points

Hit Dice: d10 per Venturer Explorer level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per venturer level after 1st.

Proficiences

Armor: Light armour
Weapons: Slimple weapons, sabers, scimitars, swords
Tools: Two artisan tools of your choice. A game set of your choice.
Saving Throws: Constitution, Wisdom
Skills: Choose three from Acrobatics, Athletics, stealth, Investigation, Performance, Insight, Nature, Perception, Sleight of Hand and Survival.

Overview & Creation

When traveling through the wilderness, being able to share a campfire with another traveller on the road, along with a few words and a hot meal, is a great blessing. When the traveller, once the evening falls, extracts a lyre from their bag and asks for silence, everyone holds their breath. Sometimes you need someone in your party who knows the area like the pad of their paw, knows how to look for tracks without leaving any and can smell a danger in the air invisible to everyone else, to have the ability to stoke the fate of a trip that until then had promised little or nothing. If someone asked these individuals where they hail from, they would simply answer ‘Vesteria’, because their traveling and enterprising nature leads them to travel as perhaps only certain merchants have done. Those who choose the profession of venturer, choose a lifestyle rather than an occupation, a predisposition for adventure and improvisation. Venturers are extraordinarily in tune with their surroundings, and they can exploit every aspect of it to their advantage. Their resilient and versatile temperament is particularly suitable for transforming the risks of failure into the promises of success.
— Venturer, Historia Dark Fantasy Renaissance Setting for 5e
Explorers possess literally everything needed not only to survive, but to thrive in the traveling and adventurous life they have chosen: they know how to orient themselves, the characteristics of the landscape from its flora to its inhabitants, how to make a meal out of anything, and is able to recover and even fight with great finesse. Their keen senses and great awareness make them difficult to catch unawares, and their tenacity is difficult to break.
— Explorer, Historia Dark Fantasy Renaissance Setting for 5e

 


Class Features

Born Explorer


You know a specific kind of environment very well and you are particularly skilled in traveling and surviving in those regions. The player chooses a favourite terrain type: tundra, city, coast, desert, forest, mountain, swamp or prairie. When you make an Intelligence or Wisdom check on a favoured terrain, you double your proficiency bonus if you use an ability in which you have proficiency. When traveling for an hour or more in a region that has a favourite terrain, you gain the following benefits:
  • Difficult terrain does not 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.
  • You can understand and accurately predict how the weather will evolve during the day.
  • You can always choose a good place to rest safely.

Precious Information


You are able to collect information in every environment by passing a Wisdom (Insight) or Intelligence (Investigation) check with DC 12 and spending an hour to research. If you do so, you obtain access to any useful information, recent events or interesting curiosities about the area, at the discretion of the GM.

Ready for adventure


You know how to move in any situation. Each of your speeds increases by 5 feet and, if you don’t have it yet, you gain climbing and swimming speed equal to your walk speed.

Improvising


At 2nd level, you know how to improvise to recover and turn a failure into a success. You have an Improvisation Point reserve equal to your proficiency bonus + half their Wisdom bonus (minimum of 1). Once per turn, if you fail an attack roll with a melee weapon, you may spend an Improvisation Point to make another attack with the same weapon as part of the same action. Once per turn, if you fail a ranged weapon hit, you may spend an Improvisation Point to make another attack with the same weapon as part of the same action, directed to a different target, if the weapon does not have the reload property. You recover all of your Improvisation Points after a long rest. Starting from 6th level, you can spend an Improvisation Point after having failed an ability roll to give a team member advantage. From 15th level you can use an improvisation point to re-roll a saving throw but must keep the second result.

Harmony with the world


At 3rd level you became able to enter into harmony with the surrounding environment. You focus on listening to the noises around you, tune in with your surroundings, isolate your attention from any distraction and take a deep breath. You must maintain concentration for one minute and make a Wisdom check (Survival) with DC 15. If you succeed, the GM informs you of the characteristics of the area, the presence of creatures that you want to identify or a place you are looking for. If you roll a result of 25 or more in the check, the information obtained has so many details that it appears miraculous.


Starting Equipment

A venturer starts with the following equipment, in addition to the equipment provided by their venture:

  • (a) a saber, or (b) a sword, or (c) any simple weapon
  • (a) bow and a quiver with 20 arrows, or (b) any simple weapon
  • (a) an explorer’s pack, or (b) an entertainer’s pack
  • (a) an artisan’s tool of your choice, or (b) a musical instrument of your choice
  • A studded tabard

 


Spellcasting

None


Subclass Options

Around the world


You get proficiency in a skill chosen from Nature, Survival or History, in the cartographer’s tools or in the navigator’s tools, in cook’s utensils, in medium armors and in the following martial weapons: duelling sword, bastard sword and side sword.


LevelProficeincy BonusFeatures
1+2Born Explorer, Precious Information, Ready for Adventure
2+2Improvising
3+2Harmony with the world, Explorer Feature

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Ruminsi Capri

Ability Score Increase +2 Wis, +1 Dex
Size Medium
Speed 30ft

Familia Features

Age. A Ruminsi reaches maturity around the age of 14 and is immediately considered independent.
They have an average lifespan of around 80 years.
Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern colour when using darkvision, and see only shades of grey.
Horn attack. You may use your horns (if you have them) as a natural weapon, to perform an unarmed strike. If it hists, it inflicts 1d4 + your Strength modifier piercing damage.
Charge. Immediately after performing a Dash Action and having travelled at least 20 feet, you can perform a horn attack as a bonus action, or an unarmed attack if you don have any horns.

Species Features

Size. A Capri can reach a height of between 4 feet and 6 feet, and weigh between 65 lbs. and 155 lbs.
A Capri is a Medium sized creature.
Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain terrain to be difficult terrain.
Climber. You are an excellent rock climber. On rocky walls you gain a climbing speed is 20 feet, and you automatically succeed on any climbing-based checks.
Careful. You have proficiency in the Perception skill. Other creatures gain no advantage in attacking you while hidden.
Explorer. Choose either the Nature or Survival skill. You gain proficiency in that skill.
Headbutt. The impact from a Capri headbutt is something that nobody wants to experience. After an opponent has been hit by your horn attack, they must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). They fall prone if they fail this saving throw.

Instincts

Instinct of Familia, Honorable (Prey): “I follow a code of clearly defined rules”.
Instinct of Species, Obstinacy: “I always follow an impossible goal”.

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Created by

Dheran.

Statblock Type

Character Sheet (Legacy)

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