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Bianca

Hill Dwarf Race
Krazax Origin
Hunter Ranger 6<br> Travel Cleric 1 7 Class & Level
Neutral Good Alignment
Wondox Deity
Shackled Legion Faction
Guard Rank/Position
- Loyalty
- Company

Strength 16
+3
Dexterity 15
+2
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 6d10
1d8

Hit Die
1d10[br 8+2|1d10
8+2]
+3 proficiency bonus
+6 Strength
+4 Dexterity
+2 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+3 Investigation
+6 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 

MV

Prestige

Attunement Slots
19
Armor Class
66
Hit Points
+2
Initiative
35
Speed
Attacks
Ranger Spells:
4 known


Absorb Elements
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.


Hunters Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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.


Lesser Resoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Healing Spirit
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.


Cleric Cantrips
3 known


Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

>Your voice booms up to three times as loud as normal for 1 minute.
>You cause flames to flicker, brighten, dim, or change color for 1 minute.
>You cause harmless tremors in the ground for 1 minute.
>You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
>You instantaneously cause an unlocked door or window to fly open or slam shut.
>You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)


Travel Cleric Spells:
6 prepared


Comprehend Languages
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.


Longstrider
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.


Sanctuary
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Spellcasting
Equipment
Chain Whip
Damage: 1d8 bludgeoning
Weight: 6 lbs
Properties: Reach, Catching
Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain the grapple with a chain whip.
Weapon Group: Flails
Catching: On a hit with this weapon, you can use your bonus action to grapple the target with the weapon. The target is considered to be grappled by the hand wielding the weapon. You cannot attack with the weapon while grappling with it, and moving further than the weapon’s reach from the target ends the grapple.


Weapons
Hand Axes
Battle Axes
Chain Whip
Longbow w/ Arrows


Armor
Half Plate
Shield w/ Wondox Symbol


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Manacles
Rope
Rations
Waterskins

Equipment
Shackled Legion
Faction
Madman
Stat Array
Dwarf

Darkvision.
Accustomed to life underground, 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


Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.


Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.


Tool Prof.
You gain proficiency with the artisan's tools of your choice: Mason's Tools


Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Languages
You can speak, read, and write Common and Dwarvish.


Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Krazax Legionnaire
Skill Prof.
The mountains are harsh country and only those with the skills survive. Skill Prof – Survival


Ability Score Increase
The hardiness of the Dwarves is heavily influenced in all Krazaxians. You gain +1 Constitution.


Legionnaire
You were issued the tools you need to do your job. You receive proficiency with a single martial weapon. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to attack rolls with them.(Chain Whip)

You gain proficiency in Martial Skill


The Shackled Legion
Crime
Attempted Murder - Benefit: You gain a +1 to attack rolls of any kind.


Tool Proficiencies
You gain proficiency in Cartography Tools and harmonica.


Level 1 Travel Cleric
Traveler's Grace
You gain a +10 to your base movement speed.


Swift Shape
You may dash or disengage as a bonus action a number of times per day equal to your Wisdom modifier. You regain all uses of this ability when you finish a long rest.


Domain Spells
1st - Comprehend Languages, Longstrider
3rd - Animal Messanger, Misty Step
5th - Create Food and Water, Tongues
7th - Dimension Door, Mordenkainen's Private Sanctum
9th - Far Step, Teleportation Circle


Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells


1st Level Ranger
Favoured Enemy
Choose a type of favored enemy: (humanoids) You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom(Martial), Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice,(Undercommon) typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.


Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

>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.
In addition, you are skilled at navigating the wilderness. You gain the following benefits 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.


2nd Level Ranger
Fighting Style
you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.


Spellcasting
you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.


3rd Level Ranger:Hunter
Hunter's Prey
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.


4th Level Ranger:Hunter
Feat: Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength by 1, to a maximum of 20.
You gain proficiency with four simple or martial weapons of your choice. Each one must be a simple or a martial weapon.(Daggers, Short Sword, Rapier, Whip)
You gain proficiency with one exotic weapon of your choice.(Chain Whip)
Choose one type of weapon you gained proficiency with from this feat.(Light Blades) Add your proficiency bonus to your AC against attacks made by that type of weapon.


5th Level Ranger:Hunter
Extra Attack
you can attack twice, instead of once, whenever you take the Attack action on your turn.


6th Level Ranger:Hunter
Greater Favoured Enemy
You are ready to hunt even deadlier game. Choose a type of greater favored enemy: dragons. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

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.


Created by

Sacredpoultry.

Statblock Type

Verum Character Sheet

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