Manuel Manovale Character in Verum | World Anvil

Manuel Manovale

Manuel Manovale

Date of Birth
1181
Children
Height
5'6''
Weight
170 lbs.

Manuel Manovale

Variant Human Race
Dolten/Skittering Origin
Ranger (Gloom Stalker) 3 Class & Level
Neutral Good Alignment
Iass Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 15
+2
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+5 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+3 Insight
+0 Intimidation
+0 Investigation
+5 Martial
+5 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills

 
5
MV
0
Prestige
1
Attunement Slots
15
Armor Class
28
Hit Points
+4
Initiative
30
Speed
Attacks
Equipment:
Light Armor, Medium Armor, Shields
Simple Weapons, Martial Weapons (Class:Ranger)
Weaver's Tools (Origin:Skittering)
Thieves' Tools (Factionless)

Skills:
Perception (Origin:Skittering)
Medicine (Racial:Varian Human)
Athletics, Martial, Stealth (Class:Ranger)
Survival (Deity:Iass)
Sleight of Hand (Factionless)

Languages:
Common (Leaf), Elven (Nomad), Wicked (Abyssal)
Proficiences
Spell Save DC: 13
Spell Attack: +5

Hunter's Mark
Cure Wounds
Zephyr Strike
Disguise Self
Spellcasting
1500 Gold
4 Crafting Tokens
Shortsword x2
Longbow
Quiver, 20 Arrows
Scale Mail
Explorer's Pack
Potion of Greater Healing
Equipment
Factionless
Faction
Mad Man
Stat Array
Origin:Dolten/Skittering
You gain a +3 bonus to saving throws vs. Fear effects.
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.

Feat:Dual Wielder (Variant Human)
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Favored enemy (Undead)
+2 Damage. Adv. On Tracking (Survival) and Information checks (Intelligence, Martial). Language[Wicked(Abyssal)].

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
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.

Fighting Style:Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.

Dread Ambusher
You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Class/Racial Features & Traits