Strix

QuirrelCat

Info


Created
4 years, 1 month ago
Creator
QuirrelCat
Favorites
2

Profile


latest?cb=20190408201632
Strix
Ranger
Class
Urban Bounty Hunter
Background
8
Level

Kenku
Race
Chaotic Neutral
Alignment
N/A
Exp. Points
Proficiency Bonus +3
Passive Wisdom 14
Strength

15
+2

athletics +5
Dexterity

20
+5

acrobatics +8
sleight of hand +5
stealth +8
Constitution

11
0

Intelligence

12
+1

arcana +1
history +1
investigation +1
nature +1
religion +1
Wisdom

18
+4

animal handling +4
insight +7
medicine +4
perception +7
survival +7
Charisma

8
-1

deception +2
intimidation -1
performance -1
persuasion -1
Other Proficiencies

Languages
  • Common
  • Auran
  • Deep Speech
Weapons
  • Simple Weapons
  • Martial Weapons
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
Musical Instrument

Flute

Tool Proficiency

Thieves Tools

HP

49
Temp HP

N/A
Hit Dice

8d10
Armor Class

14
Speed

30
Initiative

+5
Attacks & Spellcasting

Longbow 1d8 Piercing
Shortsword 1d6 Piercing
N/A N/A N/A

Extra Attack
You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Hunter's Mark
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 Perception or 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.
N/A
N/A
Inventory

Weapons
  • 2 Shortswords
  • Longbow
  • 20 Arrows
Armor & Clothing
  • Scale Mail
  • Fine Clothes
  • Common Clothes
  • Fear Costume
Food & Aid
  • 10 Rations
  • Waterskin
Misc
  • Backpack
  • Crowbar
  • Hammer
  • 10 pitons
  • 10 torches
  • Tinderbox
  • 50 feet of Hempen rope
  • Flute
Other
Blood Hawk

Size: Small | AC: 12 | HP: 7 | Speed: Walk-10 Fly-60 | Skills: Perception +4 | Passive Wisdom: 14 | Keen Sight | Pack Tactics | Beak: 1d4 Piercing

Magic Key

Upon grasping it in his hand and saying his full name he'll be teleported to a specific room in Robasa.

Currency

0
CP
0
SP
0
EP
120
GP
0
PP
Personality Traits

Focused, honest, suspicious.

Ideals

am a free spirit--no one tells me what to do. I will do whatever it takes to become wealthy. The rich need to be shown what life and death are like in the gutters.

Bonds

I will bring terrible wrath down on the evildoers who destroyed my homeland. I was cheated of my fair share of the profits, and I want to get my due.

Flaws

I am suspicious of strangers and suspect the worst of them. When I see something valuable, I can't think about anything but how to steal it

Features & Traits

Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
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.
Favored Enemy: Aberrations
You have advantage on survival checks to track Aberrations, as well as on Intelligence Checks to recall information about them.
Natural Explorer: Grassland and Mountain
You are particularly familiar with Grasslands and Mountains and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: 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.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Archetype: Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. (BLOOD HAWK). Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
Land's Stride
Starting at 8th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Primeval Awarness
Beginning at 3rd Level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.
19
Age
Male
Gender
5 foot 1 inch
Height
99 lbs
Weight

Average
Build
Toril
Homeland
Bounty Hunter
Profession
Focused
Disposition
History

WIP

Spells

Info
Spellcasting Class: Ranger | Spellcasting Ability: Wisdom | Spell Save DC: 15 | Spell Attack Bonus: +7
Detect Poison and Disease
Casting Time: 1 action | Range: Self | Components: V, S, M (a yew leaf) | Duration: Concentration, up to 10 minutes | For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Hunter's Mark
Casting Time: 1 bonus action | Range: 90 feet | Components: V | Duration: Concentration, up to 1 hour | 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.
Darkvision
Casting Time: 1 action | Range: Touch | Components: V, S, M (either a pinch of dried carrot or an agate) | Duration: 8 hours | You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Pass Without Trace
Casting Time: 1 action | Range: Self | Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) | Duration: Concentration, up to 1 hour | 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.
Find Traps
Casting Time: 1 action | Range: 120 feet | Components: V, S | Duration: Instantaneous | You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Links

N/A
N/A
N/A
N/A
N/A
N/A