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Gecku

Grung Race
Alakai Swamp Tribes Origin
Ranger 3 Class & Level
Neutral Alignment
N/A Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 12
+1
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 10
+0
Total Hit Dice 1d10+1
Hit Die
1d10+1
+2 proficiency bonus
+3 Strength
+5 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+4 Athletics
+2 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+2 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+5 Stealth
+4 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
14
Armor Class
27
Hit Points
+5
Initiative
25(35 Climb)
Speed
Dagger 1d20+5 1d4+3 Piercing
Longbow 1d20+7 1d8+3 Piercing
Shortsword 1d20+5 1d6+3 Slashing Magical
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Dice, Cards, Thieves' Tools
Saving Throws: Strength, Dexterity
Skills: Athletics, Deception, Insight, Perception, Stealth, Survival
Languages: Common, Swampish
Damage Resistances:
Damage Immunities: Poison
Condition Immunities: Poisoned
Proficiences
Ranger Spells[Spellcasting DC=12 Spell Attack +4]
1st Level|SLOTS-3
Hail of Thorns
Cure Wounds
Hunter's Mark
Spellcasting
Armor/Clothes|
Dark common clothes including a hood and a belt
Leather Armor
Weapons|
x2 Daggers
Longbow
Magical Shortsword
Ammo|
x20 Arrows
Equipment|
Backpack
Bedroll
Crowbar
Mess Kit
Tinderbox
x10 Torches
x10 Days of Rations
Waterskin
x3 Glow Gems
???|
Book of Tales
Book of 5 lords
Money|
15 GP

Equipment
N/A
Faction
Custom
Stat Array
Amphibious: You can breathe air and water.

Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.

Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Water Dependency: If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Home Field Advantage: While in the swamp your proficiency bonus is doubled for all things that you have proficiency in and you have advantage on all attack rolls while you are in the swamp.

Favored Enemy: You gain a +2 bonus to damage rolls with weapon attacks against beasts. 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 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 sizes, and how long ago they passed through the area.

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

Ranger's Companion:Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
=The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
=If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
=If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

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

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed