Halfling
Ranger 5 Rogue 3 Fighter 3
HD: 8d10/3d8
Age: 25
Speed: 25
Size: Small
STR: 13 (+1)
DEX: 20 (+5)
CON: 13 (+1)
INT: 11
WIS: 14 (+2)
CHR: 10
PROF: +4
Initiative: +10
HP: 78
AC: 20
PP:15
Attacks: 2
Saves:
STR +5
DEX +9
CON +2
INT +1
WIS +3
CHR +1
Spell Save: 15
Spell Attack: +6
Lucky: Re-roll 1 on d20
Nimble: Move through any creature’s space that is at least one size larger
Brave: ADV on saves vs. Frightened
Light foot: Chance to Hide in any creature’s space at least one size greater
Favored Enemy: Beasts
ADV to track
+2 Damage
Favored Terrain: Forest
Ignore Difficult Terrain
ADV Initiative
1st turn ADV to Attack creatures who haven’t acted
Fighting Style:
Archery +2 to Attack
Ranger Archetype: Hunter
Colossus Slayer
1d8 Damage after hit any creature below HP max
Sneak Attack
2d6 Damage attacks with advantage or within 5’
Steady Aim
Bonus action to give attack ADV, Speed 0 until end of turn
Rogue Archetype: Scout
Skirmisher
Reaction to move half speed when enemy ends turn within 5'. No AoO
Cunning Action
Bonus action Dash, Disengage, Hide
Arcane Archer
Arcane Shot DC: 13
Arcane Shots (1/turn)
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
Fighting Style: Close Quarters Shooter
+1 Attack, No DISADV at 5’
Second Wind 1d10+1
Action Surge (x1)
Background: Folk Hero
Rustic Hospitality
Feat: Alert
Immune to Surprise
+5 Initiative
No ADV for unseen enemies
Skills:
Athletics +5
Perception +10
Insight +7
Investigation +4
Animal Handling +6
Land Vehicles +6
Nature +8
Stealth +13 (+15)
Survival +10
Acrobatics +9
History +4
Spells Known: 4
Spell Slots:
1st: 4
2nd: 2
Spells:
1) Cure Wounds 1d8+2
1) Ensnaring Strike (C)
Save vs STR or be restrained
1d6 damage/turn
1) Hunter’s Mark (C)
+1d6 Damage
ADV to find
Bonus to move mark on 0 HP
2) Cordon of Arrows
4 arrows, 1d6 damage @ 30’ or ending turn
Gear:
Short Bow of Acid Arrows +1 (+12/1d6+7 +1d4)
Quiver with 34 Arrows, 6 Arrows +1
1 Shortsword of 1st Blood (+8/1d6+6)
+1d6 damage in first hit of unique target.
1 Shortsword +1 (+8/1d6+6)
Explorers pack
Chainmail shirt +1
Bracers of Archery (+1 DAM)
Cloak of Protection (+1 AC & Saves)
Hood of Menziberranzen
+2 Stealth and Invisibility 1/Long rest
2 Hunting traps
Thieves tools
Potion Resistance
Bag of Holding
Ranger 5 Rogue 3 Fighter 3
HD: 8d10/3d8
Age: 25
Speed: 25
Size: Small
STR: 13 (+1)
DEX: 20 (+5)
CON: 13 (+1)
INT: 11
WIS: 14 (+2)
CHR: 10
PROF: +4
Initiative: +10
HP: 78
AC: 20
PP:15
Attacks: 2
Saves:
STR +5
DEX +9
CON +2
INT +1
WIS +3
CHR +1
Spell Save: 15
Spell Attack: +6
Lucky: Re-roll 1 on d20
Nimble: Move through any creature’s space that is at least one size larger
Brave: ADV on saves vs. Frightened
Light foot: Chance to Hide in any creature’s space at least one size greater
Favored Enemy: Beasts
ADV to track
+2 Damage
Favored Terrain: Forest
Ignore Difficult Terrain
ADV Initiative
1st turn ADV to Attack creatures who haven’t acted
Fighting Style:
Archery +2 to Attack
Ranger Archetype: Hunter
Colossus Slayer
1d8 Damage after hit any creature below HP max
Sneak Attack
2d6 Damage attacks with advantage or within 5’
Steady Aim
Bonus action to give attack ADV, Speed 0 until end of turn
Rogue Archetype: Scout
Skirmisher
Reaction to move half speed when enemy ends turn within 5'. No AoO
Cunning Action
Bonus action Dash, Disengage, Hide
Arcane Archer
Arcane Shot DC: 13
Arcane Shots (1/turn)
Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
Fighting Style: Close Quarters Shooter
+1 Attack, No DISADV at 5’
Second Wind 1d10+1
Action Surge (x1)
Background: Folk Hero
Rustic Hospitality
Feat: Alert
Immune to Surprise
+5 Initiative
No ADV for unseen enemies
Skills:
Athletics +5
Perception +10
Insight +7
Investigation +4
Animal Handling +6
Land Vehicles +6
Nature +8
Stealth +13 (+15)
Survival +10
Acrobatics +9
History +4
Spells Known: 4
Spell Slots:
1st: 4
2nd: 2
Spells:
1) Cure Wounds 1d8+2
1) Ensnaring Strike (C)
Save vs STR or be restrained
1d6 damage/turn
1) Hunter’s Mark (C)
+1d6 Damage
ADV to find
Bonus to move mark on 0 HP
2) Cordon of Arrows
4 arrows, 1d6 damage @ 30’ or ending turn
Gear:
Short Bow of Acid Arrows +1 (+12/1d6+7 +1d4)
Quiver with 34 Arrows, 6 Arrows +1
1 Shortsword of 1st Blood (+8/1d6+6)
+1d6 damage in first hit of unique target.
1 Shortsword +1 (+8/1d6+6)
Explorers pack
Chainmail shirt +1
Bracers of Archery (+1 DAM)
Cloak of Protection (+1 AC & Saves)
Hood of Menziberranzen
+2 Stealth and Invisibility 1/Long rest
2 Hunting traps
Thieves tools
Potion Resistance
Bag of Holding
Last edited by Whitey on Sun Apr 02, 2023 3:23 pm; edited 23 times in total