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G

Bugbear Race
Daborakian Plainsrunner Origin
Hunter Ranger 4
Scout Rogue 4
Class & Level
Chaotic Neutral Alignment
None Deity
Factionless -> FT (maybe) Faction
Rank/Position
Loyalty
Company

Strength 13
+1
Dexterity 16
+3
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice
Hit Die
1d+3
+3 proficiency bonus
+3 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+3 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+6 Nature
+9 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+9 Stealth
+6 Survival
skills

 
28
MV
0
Prestige
1
Attunement Slots
16
Armor Class
69
Hit Points
+3
Initiative
35
Speed
WeaponAttackDamageTypeRangeQualities
Greatclub 1d20+3+1 1d8+1 Bludgeoning10 ftTwo-Handed
Handaxe 1d20+3+1 1d6+1 Slashing10 ft (20/60 ft)Light, Thrown
Longbow 1d20+3+3+2 1d8+3 Piercing(150/600 ft)Ammunition, Heavy, Two-Handed, Range
Attacks
ProficienciesSource
Saving Throws
StrengthRanger
DexterityRanger
Skills
AcrobaticsPlainsrunner
AcrobaticsDaborak
Animal HandlingRanger
Nature (ex)Factionless
Perception (ex)Ranger
Stealth (ex)Bugbear
Survival (ex)Ranger
Weapons & Armor
Light AmorRanger
Medium ArmorRanger
ShieldsRanger
Simple WeaponsRanger
Martial WeaponsRanger
Tools
Cobbler's toolsPlainsrunner
Cook's utensilsFactionless
Languages
Common (Grass)Daborak
Orclin (Brute)Bugbear
SylvanFavored Enemy


Proficiences
Spells Known = 3

Spell Save DC = 13

Spell Attack Modifier = 5

Spellcasting
Factionless -> FT (maybe)
Faction
Mad Man - 10/15/15/11/14/11
Stat Array
Race, Origin, Deity, Faction, Class
Bugbear

  • +2 STR
  • +1 DEX

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 can't discern color in darkness, only shades of gray.

Long-Limbed
  • When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky
  • You are proficient in the Stealth skill.

Surprise Attack
  • If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Orclin (Goblin)
Daborak

  • +1 STR
  • Proficiency in Athletics

Plainsrunner
  • +5 walking speed
  • Proficiency with
    • Acrobatics
    • Cobbler's Tools

No God

Factionless

Proficiency with:
  • Nature
  • Cook's utensils

Ranger

Proficiency with:
  • Light Armor
  • Medium Armor
  • Shields
  • Simple Weapons
  • Martial Weapons
  • Strength Saving Throws
  • Dexterity Saving Throws
  • Animal Handling
  • Perception
  • Survival


Level 1
Ranger 1

Favored Enemy
  • You gain a +2 bonus to damage rolls with weapon attacks against humanoids. Additionally, you have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them.
  • Sylvan Language

Natural Explorer
  • 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.

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.


Level 2
Ranger 2

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


Level 3
Ranger 3

Primeval Awareness
  • 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.

Ranger Conclave: Hunter
  • Colossus Slayer
    • 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.


Level 4
Ranger 4

Feat: Skulker
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.


Level 5
Rogue 1

Expertise
  • Your proficiency bonus is doubled for any ability check you make that uses either Perception or Stealth.

Sneak Attack
  • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves' Cant
  • During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
  • In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Level 6
Rogue 2

Cunning Action
  • You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


Level 7
Rogue 3

Roguish Archetype: Scout
  • Skirmisher
    • You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

  • Survivalist
    • You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.


Level 8
Rogue 4

ASI:
  • +2 WIS

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

Goon.

Statblock Type

Verum Character Sheet

Link/Embed