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Mayo

3 Level (0/2700 XP for level-up) The Hunter's Guild Background Medusi Race / Species / Heritage Chaotic Good Alignment
Gravity Fighter
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
16
+3
DEX
13
+1
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
12
+1
31
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft walk / 10ft swim
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+1 Dexterity
+5 Constitution
-1 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+1 Deception CHA
-1 History INT
+2 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magnet Spike +6 STR 2d4+3 bludgeoning
 heavy, two-handed
Attacks
Racial Features:

Earth Gaze: You gain the mold earth cantrip and can cast it on what you can see.

Many eyes: You gain prof in the perception skill.

Medusa's Release: As a bonus action you can change your hair into snakes revealing your medusa's true form for 1 minute, once a turn your attacks deal an additional 1d4 piercing damage as your snake hair bites their targets. This changes to a 2d4 at 5th level, 4d4 at 10th level, 8d4 at 18th level. When in the released form you gain advantage on any perception checks that involve sight and gain superior dark-vision. At 3rd level you gain the flesh to stone spell that you can cast once per long rest, the spell uses your sight as range instead of the normal spell range.

Mother of Snakes Blessing: You have immunity to being afflicted with curses.

===================

Class Features:

Fighting Style - Archery

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

===================

Subclass Features:

Gravity Release:
Starting at 3rd level, as a bonus action, you are capable of touching an object such as a weapon, potion, bomb, or any similar item and infusing it with gravity magic. You can do this a number of times equal to your proficiency modifier before the oldest one gets replaced by the newer infused item. These items stay infused with magic until your next long rest, until you use your bonus action to dispel the infusion, or until you use this feature again.
When you hit a creature with a weapon attack, you can choose to activate the gravity magic within the objects (You can choose how many and which ones will launch), causing the infused item to launch toward the creature you are attacking or another target within 30ft. If the creature is unwilling then they must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a success, the creature dodges the infused items. On a failure, the creature takes the following effects depending on the infused item:
Weapon: The creature takes the weapon's damage die in force damage.
Potion: The creature takes the effects of the potion thrown at them and must make any relevant saving throws associated with the potion (e.g., poison vial).
Magic Item: Items like bombs or other magic items with effects that activate on hit will trigger their effects.
After the attack, unless the item is a consumable like a potion, it returns to you and loses its infusion.

Crush:
Also at 3rd level, once per turn when you hit a creature with a weapon attack and do not have any item infused with gravity from your Gravity Release feature. You can instead choose to infuse the hit creature with the same magic, you can have a number of creatures infused equal to your prof anymore after will replace the oldest one.
As a bonus action you can choose one or more creatures infused with gravity magic and force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Strength or Dexterity modifier). On a failure the targets take 2d6 force damage and fall prone for 1 minute as they are crushed into the ground. On a success, the target takes half the damage and doesn't fall prone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success
You can crush once then you cannot use this again until a short or long rest.

===================

The Hunter's Guild:

Skill Proficiencies: Investigation, nature.

Tool Proficiencies: Cook's Utensils & Painter’s supplies

Features & Traits
Chain mail
Magnet Spike
Heavy Bowgun
2x Handaxes
Explorer's pack
Traveller's clothes
Hunter's card
Carving knife
Nargacuga Scale (+2 stealth on armor, d4 slash on weapon)
1x healing potion
Cooking tools
7x Burst Arrowana
1x Maccao Scale
2x Bird Wyvern Fang
1x Bird Wyvern Bone
1x Jaggi Scale
1x Jaggi Hide
2x Wanchovy
1x Monster Fluid
2x Bnahabra Shell
1x Bnahabra Wing
2x Jaggi Scale

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 674, Platinum: 0 Money
Common, Draconic
All Armor, Simple weapons, martial weapons
Cook's Utensils & Painter’s supplies

Languages & Proficiencies
Personality
  • Girlfailure
  • Clumsy
  • Yapper
  • Ah, Eto... Bleh
  • Extremely curious
  • Will kill you if you get in the way of her meal

  • Personality Traits
    Backstory:

    Growing up in Drakkensport, Mayo was a curious, wild and clumsy child that was captivated by monsters perhaps a lingering consequence of her medusa heritage. Her parents were both accomplished mages and had hoped she would follow in their footsteps, but she lacked the magical aptitude. The only magic she could manage was a minor manipulation of gravity barely enough to move small objects. Despite years of their efforts to train her, May felt trapped in her own home by expectations she couldn't meet.

    Frustraded and looking for freedom she ran away. It was during this that she stumbled upon The Hunter's Guild. There a seasoned gravity warrior recognized her potential and took her on as a student. Under her guidance Mayo learned the ways of combar and how to wield a Magnet Spike finally showing real promise in something. Her master not only thaught her combat however, but also introduced her to a huner's life. One of freedom, adventure and the thrill of hunting and cooking monsters.

    Upon completing her training Mayo knew her new path. She would hunt, have fun and explore this world one monster at a time.

    Snakes:
    Ebi
    Wasabi
    Sesame
    Teriyaki
    Dave

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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