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Kaket

Loquasphinx Race
Teacher Origin
Ranger 8 Class & Level
Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 9
-1
Dexterity 20
+5
constitution 12
+1
intelligence 13
+1
wisdom 20
+5
charisma 12
+1
Total Hit Dice 8
Hit Die
1d10+1
+3 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+5 Animal Handling
+1 Arcana
-1 Athletics
+1 Deception
+1 History
+5 Insight
+1 Intimidation
+3 Investigation
+5 Martial
+5 Medicine
+3 Nature
+7 Perception
+3 Performance
+5 Persuasion
+1 Religion
+5 Sleight of Hands
+7 Stealth
+11 Survival
skills

 
0
MV

Prestige
1
Attunement Slots
17
Armor Class
65
Hit Points
+5
Initiative
50, Climb 50 ft, fly 50 ft, Hover
Speed
Blade 1d20+8 1d6+5 slashing [2d6] fire
"Longbow" 1d20+8+2 1d8+5+2(4)
Vicious Mockery[DC17] 1d4
Hunter's Mark 1d6
Attacks
Saving Throws Strength and Dexterity
Skill: Perception, Performance, Stealth, Nature, Investigation, Animal Handling, and Survival
Expert: Survival
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Languages: Grim, Common, Juralian (true) understand noble, Zyvain

Proficiences
Spellcasting Ability Wisdom
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier (16)
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier (8)

Sphinx Roar (3/day):
Frightening Roar:
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AOE 30 ft centered on Kaket Wis saving throw (DC 16) on a fail take 6d6 thunder damage e frightened; on a success take half damage and are not frightened


Thunderous Roar:
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Straight line 120 ft Dex saving throw (DC 16) saving throw on a fail take 10d10 thunder damage and are deafened for 1 min; on a success take half damage and are not deafened


Mental Roar:
Spoiler label
(select up to wisdom modifier +5) Wis saving throw (DC 16) on a fail take 8d6 psychic damage and are stunned for 1 round, on a success they are not stunned and take half damage


Mending
Spoiler label

This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.


Vicious Mockery Cantrip
Spoiler label
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).


Mage Hand Cantrip
Spoiler label
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't Attack, activate magical items, or carry more than 10 pounds.


Comprehend Languages (R) 1st
Spoiler label
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.


Illusory Script (R) 1st
Spoiler label
You write on Parchment, paper, or some other suitable writing material and imbue it with a potent Illusion that lasts for the Duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different Message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the Illusion both disappear.
A creature with Truesight can read the hidden Message.


Charm Person 1st
Spoiler label
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
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. The creatures must be within 30 feet of each other when you target them.


Faerie Fire Cantrip
Spoiler label
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected creatures shed dim light in a 10-foot radius.
Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.


Hunter's Mark 1st
Spoiler label
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.


Goodberry 1st
Spoiler label
Up to ten berries appear in your hand and are infused with magic for the Duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


Cure Wounds 1st
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A creature you touch regains a number of Hit Points equal to 1d8 + 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 1d8 for each slot level above 1st.


Web 2nd
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You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are Difficult Terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.
A creature Restrained by the webs can use its Actions to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.


Misty Step 2nd
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Briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see.


Silence 2nd
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For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.


Pass Without Trace 2nd
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A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its Passage.

Spellcasting
Common clothes
bladed longbow and quiver 60 arrows,
Dungeoneer's pack (Backpack, crowbar, hammer, piton (10),torch (10) ,tinderbox,rations (10), waterskin, hempen rope)
Leather armor

Bracers of Archery
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While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to Damage Rolls on Ranged Attacks made with such Weapons.


upgraded bladed longbow sworn. extra 1d8 on monstitory and aberrations
upgraded bow string (Inferno) 2d6 fire damage
upgraded armor adds +1

3 components of shrieking Lilly (poison paralysis and hallucinations)
3 Nuckelavee horns
Equipment
Favored Enemy: Monstrosities
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Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. +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. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.


Fighting Style
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Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Greater Favored Enemy: Aberrations
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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.


Dreadful Strikes
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At 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy follows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.


Gathered Swarm
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You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.


Natural Explorer
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• 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 groups travel.
• Your group can not 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.


Primeval Awareness
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Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. 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.


Fey wild Gifts
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Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.


Cunning Will
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Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened, and magic can’t put you to sleep.


Writhing Tide
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You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
You gain a flying speed of 10 feet and can hover


Fleet of Foot
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Beginning at 8th level, you can use the Dash action as a bonus action on your turn.


Racial Ability: Riddle Speech: You can utilize your Sphinx Heritage to cast the following spells: Comprehend Language, Vicious Mockery, Mage Hand, Illusory Script, Darkvision --> truesight

Extra Attack from 5th Level

Dark vision 120 ft

Spoiler label
Teacher: adv on knowledge
expertise in survival
headmaster scroll

 


Mobile:
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You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Sharpshooter
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You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapons ignore half cover and three-quarters cover.
• Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

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

Drangoana.

Statblock Type

Verum Character Sheet

Link/Embed