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Thrum

Kenku Race
- Origin
Ranger 3 Class & Level
Chaotic Neutral Alignment
Kessa Deity
- Faction
- Rank/Position
0 Loyalty
- Company

Strength 10
+0
Dexterity 18
+4
constitution 17
+3
intelligence 12
+1
wisdom 12
+1
charisma 9
-1
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+2 Strength
+6 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+3 Arcana
+0 Athletics
-1 Deception
+1 History
+1 Insight
-1 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+3 Nature
+3 Perception
-1 Performance
-1 Persuasion
+1 Religion
+4 Sleight of Hands
+6 Stealth
+3 Survival
skills

 
3
MV
0
Prestige
3
Attunement Slots
15
Armor Class
29
Hit Points
+4
Initiative
30
Speed
Attacks
Prof: Stealth, Acrobatics, Animal handling, Arcana, Nature, Survival, and Perception

Tool: Cook's Utensils

Languages. You can read and write Common, Celestial and Auran, but you can only speak using your Mimicry trait.

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons, bladed longbow
Proficiences
Hunter's Mark - Concentration
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.

Longstrider
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.

Thunderous Smite - Concentration
The first time you hit with an attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Protection from Evil and Good - Concentration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Absorb Elements
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.
Spellcasting
Bag of Chill, bruh
Bag of Chill - Uncommon - 250gp - .5 LBs
Any Food/Drink/Item becomes chilled and refrigerated when placed in the bag for an hour or more. Max 50 lbs of food.

• leather armor
• two shortswords
•An explorer’s pack
--Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
• A longbow and a quiver of 17 arrows
100GP
Healing potion
4x ' Red Mushrooms' aka LSD
Hkush
-yellow flame elemental it has the same statblock as a spider with the bonus of being resistant to fire and an int of 8
-it also explodes on death for 1d10 fire
+1 Bladed Longbow
Equipment
-
Faction
10, 16, 16, 11, 12, 11
Stat Array
Kenku
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Favored Enemy -Monstrosities
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. You gain a +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.

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.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.


**Umbral Lethargy** - You have a -1 to hit with all Dex based attacks.

-2 Charisma from the liquidified lifeforce
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

thedoomseer.

Statblock Type

Verum Character Sheet

Link/Embed