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Arvid Tinklesprout in Dungeons & Dragons 5e

Arvid Tinklesprout

Iron Wing Sprite Race
Rift (Gla'ton) Origin
Ranger (Revised) 2 Class & Level
Neutral Good Alignment
Iass Deity
Steton Striders Faction
Strider Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 2
Hit Die
1d10+2
+2 proficiency bonus
+2 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+0 History
+3 Insight
+1 Intimidation
+0 Investigation
+5 Martial
+3 Medicine
+0 Nature
+3 Perception
+1 Performance
+1 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+5 Survival
skills

 

MV
0
Prestige
1
Attunement Slots
15
Armor Class
20
Hit Points
+4
Initiative
20/30 fly
Speed
WeaponAttackDamage
Hunting Bow 1d20+9 1d8+5
Shortsword 1d20+6 1d6+4
Attacks
Armor: Light, Medium, Shields
Weapons: Light, Martial
Tools, Brewer's Supplies, Horn
Languages: Common, Sylvan, Primordial
Proficiences
Hunter's Mark
Ensnaring Strike
Spellcasting
Leather Armor
Fadesteel Hunting Bow (+1 Longbow, +2 damage against larger enemies)
Huntsmans Horn (Action, Allies within 50 ft get +2 initiative. Per short rest. Instrument/Club)
2 Shortswords
20 Arrows
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)

A Staff, a Hunting Trap, a trophy from an animal you have killed or that has been passed down to you, a set of Traveler's Clothes, Brewer's Supplies, an Instrument of your choice, and a Belt Pouch containing 10gp

Improved Starting Equipment: x2 Bandoliers, x3 Potion of Healing, Pole of Collapsing

Equipment
Steton Striders
Faction
Madd Man
Stat Array
Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark and dim conditions. 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.

Fey Creature. Sprites are creatures with the fey subtype.

Laughing Mad. You are immune to the Confusion spell and forms of madness that are not fey in origin.

Iron Wing. Your wings are tough and chitinous like a beetle or boned like a skeleton. You can wield two-handed and heavy weapons, and you can wear medium and heavy armor.

Favored Enemy (Beasts). 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 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. 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.

Spellcasting. (DC 13, +5 to Hit)

Fighting Style. Archery
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.


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