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

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Grim

Ranger 5 Class & Level
Far Traveler Background
Kenku Race
CG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 13
+1
intelligence 14
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 5
Hit Die
1d10+1
+3 proficiency bonus
+3 Strength
+6 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+2 Arcana
+0 Athletics
+3 Deception
+2 History
+6 Insight
+0 Intimidation
+2 Investigation
+6 Medicine
+5 Nature
+2 Perception
+0 Performance
+0 Persuasion
+2 Religion
+3 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
17
Armor Class
39
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Falchion[1d20+6][1d8+5]
Longbow[1d20+6][1d8+3]
Attacks
Weapons/Armor
Light armor, medium armor, shields, simple weapons, and martial weapons
Skills
Deception, Insight, Medicine, Nature, Perception, Stealth, and Survival
Ext.
Herbalism Kit
Proficiences
I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
Personality Traits
Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
Ideals
I believe that I was the reason the Shadow in The Forest took everyone from my village
Bonds
I need my drugs to forget about what I have caused
Flaws
Expert Forgery
Kenku Training
Mimicry
Animal Empathy
Ranger of the Wild
Fighting Style (Dueling)
Spellcasting
Herbal Remedies
Wilderness Guide
Favored Terrain (Forest, Arctic)
Stalker
Natural Sense
Knowledge of Plants and Ozees
Pioneering
Survivalist
Extra Attack
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Buttons

Medium Beast Good Dogo , Unaligned

Armor Class 15
Hit Points 7d8+7
Speed 40ft

STR
12 +1
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Skills Perception +6, Stealth +7
Senses Passive Perception 16
Languages -
Challenge 1/4


Description

Buttons is a large Caucasian Sheperd Who Grim has been raising for the past two years



Keen Hearing- Buttons has advantage on (Wisdom) Perception Checks that rely on Smell or Hearing   Pack Tactics - Buttons has advantage on attack rolls against creatures that are within 5 feet of an ally that is not incapacitated 


Actions

Bite Melee Weapon Attack: +7 to hit, reach 5ft. one target. Hit:9 (2d4+5) 2d4+4 Piercing Damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


 

Statblocks for race/species of the character.

Kenku

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

Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.  

An Ancient Curse

The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane.   Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.   Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.  

Dreams of Flight

Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.   Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc.   Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below.  

Hopeless Plagiarists

As a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.   Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a half­ling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.   By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.  

Ideal Minions

Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.   Although kenku can’t create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.   For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.   Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.  

Kenku Adventurers

Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.   Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion.  

Kenku Names

Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.   Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.   Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.   Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.  

Kenku Traits

Your kenku character has the following racial traits.   Age Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.   Alignment Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.   Size Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.   Expert Forgery You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.   Kenku Training You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.   Mimicry You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB, page 246 SRD

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Class(es): Druid, Ranger

SRD

Alarm

1-level Abjuration (ritual)

Casting Time 1 minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Ranger, Wizard

PHB, page 251 SRD

Hunter's Mark

1-level Divination

Casting Time 1 action
Range 90ft
Duration Concentration, 1 hour
Components V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Class(es): Ranger

PHB, page 238 SRD

Entangle

1-level Conjuration

Casting Time 1 action
Range 90 feet
Duration Concentration, 1 minute
Components V, S

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.

Class(es): Druid

SRD

Sleep

1-level Enchantment

Casting Time 1 action
Range 90ft
Duration 1 minute
Components V, S, M
Materials A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
2nd level: 7d8 hit points affected
3rd level: 9d8 hit points affected
4th level: 13d8 hit points affected
5th level: 15d8 hit points affected
6th level: 17d8 hit points affected
7th level: 19d8 hit points affected
8th level: 21d8 hit points affected
9th level: 23d8 hit points affected

Class(es): Bard, Sorcerer, Wizard

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


Created by

Jacob Hanks.

Statblock Type

Character Sheet (Legacy)

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