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Daine Ahlufell

1 Level (0/300 XP for level-up) Outlander - Beast Hunter Background Candor Gnome Race / Species / Heritage Neutral good (?) Alignment
Jaeger
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
12
+1
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
11
+0
CHA
10
+0
11
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
1 / 1
Focus Point
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+3 Constitution
+2 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+0 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Elune's Ire +5 DEX 1d8+3 Slashing
 Finesse, Versatile (1d10)
Rune pistol +5 DEX 1d6+3 Piercing
 Ammunition (range 40/120), Barrel 6 (S), Blaring, Fan Fire.
Unarmed +3 DEX 1d4+3 Bludgeoning
Attacks
Flexible Combatant: Beginning at 1st level, you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, and you can reload weapons with the loading, reload, or barrel properties without a free hand. Additionally, if you are carrying a one-handed melee weapon in one hand, and a one-handed ranged weapon in the other, you do not have disadvantage from being within 5 feet of a hostile creature on attacks made withthat ranged weapon
Eldritch Hunter: Also at 1st level, when you make an ability check to track or identify an aberration, celestial, fiend, monstrosity, or undead, you can add your proficiency bonus to the ability check. If you are already proficient in the ability check, you can double your proficiency bonus.
Track Quarry: Upon spending an hour examining your surroundings, and succeeding on a medium-DC Wisdom (Survival) check, you can track the movements of creatures that hav epassed through the area. You can ascertain the exact time and direction a creature went, if you are familiar with the type of creature.
Dark vision: 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.
Arcane attunement: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic
Artificer's Lore: Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
Cunning mind: You have proficiency with artisan tools (tinker's tools or alchemist's supplies). Using those tools, you can spend 1 minute and 10 B worth of materials to construct a Tiny device (AC 5, 1 hp) or concoction. The created item loses its properties after 24 hours, or when you use your action to use the item for its intended effect. You can have up to three such items active at a time. When you create an item, at your DM's discretion, choose an effect similar in power to those manifested through the Prestidigitation or Thaumaturgy Cantrips.

Features & Traits
1x Rapier
1x Rune pistol with 20 bullets
1x Leather armor
1x Explorer's pack
1x Tinder Box
Several torches
1x Waterskin
1x Hatchet
1x Herbalism kit
1x Net
1x Hunting trap
30 Feet of rope
1x Vial of pheromones

Equipment Copper: 15, Silver: 20, Electrum: 0, Gold: 5, Platinum: 0 Money

Languages:


Novean.
Gnomish (candorish).
Armorish.

Proficiencies:


Armor: Light armor, Medium armor.
Weapons: Simple weapons, Martial weapons.
Tools: Herbalism kit, Artisan tools.
Skills: Perception, Acrobatics, Stealth, Survival.

Languages & Proficiencies
Daine is a silent fella (he observes and evaluates).
Undying loyalty to his friends and family.
Good at hustling (used to work as a merchant in a pawn shop).

Personality Traits
To rid Armoria of all the extremely wicked and vile creatues that inhabit it.

Ideals
Llewellyn Tombs
Good friend. First time Daine met Llewellyn was at the Tomb's tannery. Daine and his father went to the tannery to sell some hides from their latest hunt. Daine also met Llewellyn and his mentor Taliesin numerous times in Ahlufell's Oddities. He started conversing withLlewellyn over the magical artifacts that Llewellyn showed a great amount of interest in.

Pondar Venomscale
Good frog. Daine met Pondar when he was out hunting. He was eager to get to know Pondar a little bit better since he has never met a Grung before. He brought Pondar back to his father's house and together they introduced Pondar to civilisation.

James Ahlufell (Papa Ahlufell)
Papa Ahlufell is Daine's father and personal hero. A friendly man that is known by everyone in the local neighborhood as the owner of "Ahlufell's Oddities" with a background as a phenomonal monster hunter (this is not known by everyone).

Bonds
Over zealous. Daine is determined to prove himself in a long line of superb Jaegers.
Mistrusting by nature.
Short.

Flaws
Weapon Parry: As a reaction to being hit by a creature you can see within range of a weapon you are holding, you can expend 1 Focus Point to make a special weapon attack against that creature. This attack does no damage, but instead blocks an amount of damage from the incoming attack equal to the weapon's damage roll (including your ability modifier), unless your attack roll is a 1. On a 20, any weapon damage dice are rolled twice (like a critical hit would be), and if this total fully blocks the incoming attack, the target is stunned until the start of its next turn.
Dodge Step: As a reaction to being attacked by a creature you can see, if your speed is not 0, you can expend 1 Focus Point to move 5 feet without provoking opportunity attacks and make a Dexterity saving throw with a DC equal to the attacker's attack roll (including modifiers). On a succes, you evade completely and take no damage. On a failure, you halve the attack's damage against you.

Focus Art
Brutal Finisher: When you hit a creature with an attack, you can expend all of your Momentum dice and add them to the damage roll. If you reduce the target to 0 hit points with this Finisher, or the target is reduced to 0 hit points before the start of your next turn, you regain 1 Focus Point.

Finishers


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

Elune's Ire

Weapon

Legendary

Finesse, Versatile (1d10)

The sword known as Elune's Ire, has been passed down the Ahlufell family tree for generations. The exquisite blade is made from a rare alloy known as Argent Steel, a metallic blend understood only by the most expert of craftsmen.
Exactly how old the sword is seems to have been lost to the ages, yet tales harken back to the founding years of the ancient gnome city of Arkandurim, now more commonly known as Arkandor, the Accursed City.
It is said that the blade harbours ancients magics, only able to be channeled by the Ahlufell family.

Type Damage Damage Range
Martial Melee 1d8 Slashing

Cost: 1000 HB
Weight: 3 lb.

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Candor Gnome

Candor gnomes can all trace their lineages back to Arkandurim, the once grand city of learning and magic.
With the collapse of the city only a few centuries past, many Candor Gnomes have found themselves without a place to call home, and as such have spread across Nexus in search of new places that welcomes their limitless desire for study and understanding.
ability score increase: Increase one score by 2 and a different score by 1.
age: Candor Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around the age of 40. They can live 400 to almost 500 years.
Size: Small
speed: Your walking speed is 25 feet.
Languages: You can speak, read, and write any one language in the Gnomish language family and one additional language from any language family.
race features:
Darkvision. 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 cannot discern colour in darkness, only shades of grey.
Arcane Attunement. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Cunning Mind. You have proficiency with artisan tools (tinker's tools or alchemist's supplies). Using those tools, you can spend 1 minute and 10 LB worth of materials to construct a Tiny device (AC 5, 1 hp) or concoction. The created item loses its properties after 24 hours, or when you use your action to use the item for its intended effect. You can have up to three such items active at a time. When you create an item, at your DM's discretion, choose an effect similar in power to those manifested through the Prestidigitation or Thaumaturgy Cantrips.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Yolkman.

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