+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+2 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+1 | Deception | CHA | |
+2 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT |
+5 | Medicine | WIS | |
+0 | Nature | INT | |
+3 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+2 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | STR | 1d4+2 | Piercing | |
Finesse, Light, Thrown | |||||
Mace | +2 | DEX | 1d6 | Bludgeoning |
Firearm
Common
Ammunition
CHARGED SHOT:
Any shot with a firearm can be declared as a charged shot by consuming 5 ammunition instead of 1. A charged shot uses the secondary damage value
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 / 3d8 | Force | 20/60ft |
Cost: 25 gp
Weight: 8 lb.
SRD
4-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longer
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Sun-Scorched zombies most often rise near pyramids and other burial sites in hot deserts, where latent necromantic energy lingers from countless arcane rituals and restless spirits.
The practice of Windwalking is a tradition passed down by enthusiasts, professionals, award-winning athletes, and military programs. From a young age, many Svindilians are introduced to the Zephyr rune, a rune that when engraved into a board and imbued with the user’s aura functions like a hoverboard. This board is then referred to as a 'Zephyr Board' but many tend to give their personal boards a nickname. A spiritual, artisanal culture surrounds Windwalking, as creating your own board is viewed as sharing a small piece of your soul and trust with this magical instrument to become one with the air and go with the flow of the currents.
However, once the sport was big enough to catch the attention of world leaders, the practice was snatched up for royal armies across the realm, most notably so within Halos*. Skilled Windwalkers picked up archery midair, becoming perfect eagle-eye sharpshooters, deadly alone and in numbers.
Level | XP | Abilities |
---|---|---|
1 | 0 | Favored Enemy, Natural Explorer |
2 | 300 | Fighting Style (Archer), Spellcasting |
3 | 900 | Ranger Archetype (Windwalker), Primeval Awareness, Archetype: Choose Feat |
4 | 2,700 | Ability Score Improvement |
5 | 6,500 | Extra Attack |
6 | 14,000 | Favored Enemy, Natural Explorer |
7 | 23,000 | Archetype Feat: Falcons Dive |
8 | 34,000 | Ability Score Improvement, Land's Stride |
9 | 48,000 | - |
10 | 64,000 | Natural Explorer, Hide in Plain Sight |
11 | 85,000 | Archetype Feat: Volley |
12 | 100,000 | Ability Score Improvement |
13 | 120,000 | - |
14 | 140,000 | Favored Enemy, Vanish |
15 | 165,000 | Archetype: Choose Feat |
16 | 195,000 | Ability Score Improvement |
17 | 225,000 | - |
18 | 265,000 | Feral Senses |
19 | 305,000 | Ability Score Improvement |
20 | 355,000 | Foe Slayer |
Medium Dwarf, Miner/Archaeologist, Neutral Good
Dwarven Resilience: Advantage on saving throws against poison.
Helpful: Can take the Help action as a bonus action.
Cunning Action: Can take the Dash, Disengage, or Hide action as a bonus action.
Pickaxe Melee Weapon Attack: +3 to hit, reach 5ft. one target. Hit: 5 1d8+1 / 1d10+1 piercing damage, Versatile (1d10)