A place to store all D&D 5e characters that are not currently assigned to a campaign.
Gnoll Ranger, 5th Level
Player Name: Miss
Character Name: Gnoll To Be Named
Level and Class: Level 5/ Ranger, Gloom Stalker
Race: Gnoll
Background: Outlander
Alignment: Chaotic Evil
Languages: Common, Gnoll, Abyssal, Elvish, Orcish
Proficiencies:
Armor - Light armour, Medium armour, Shields
Weapons - Simple, Martial Weapons
Tools - Singing/Howling
HP Max: 49
Hit Dice: 5d10
Armor Class: 15
Experience: 0
Initiative: 3
Speed: 30
~Stats~
Strength: 16 (14+1)
Dexterity: 12
Constitution: 16 (14+2)
Intelligence: 8
Wisdom: 14
Charisma: 8
~Skills~
Athletics + 9
Survival + 5
Stealth +4
Perception +5
Insight +5
Nature +2
~Features~
Canny: Choose one skill (Athletics): Animal Handling, Athletics,History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Favored Foe: You know the Hunter's Mark spell and may cast it without needing concentration or by using a spell slot for a number of times up to your Wisdom modifier. These uses refresh after a long rest. When you gain spell casting, Hunter's Mark doesn't count against the spells you may know.
Fighting Style: Unarmed Fighter. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Gloom Magic:
Add these spells to your list:
3rd level--Disguise Self
5th level--Rope Trick
Dread Ambusher:
Add Wisdom mod to initiative.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight:
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Extra Attack.
Feat:
Grappler. You have advantage on creatures you are grappling. Large sized creatures don't automatically break grappling. You may take an action to pin the grappled creature.
~Equipment~
Scale Shirt, Longbow and 20 arrows, Explorer's Pack.
~1st-level spells~
Hunter's Mark, Disguise Self, Cure Light Wounds, Longstrider
~2nd-level spells~
Pass Without Trace, Silence, Rope Trick
Player Name: Miss
Character Name: Gnoll To Be Named
Level and Class: Level 5/ Ranger, Gloom Stalker
Race: Gnoll
Background: Outlander
Alignment: Chaotic Evil
Languages: Common, Gnoll, Abyssal, Elvish, Orcish
Proficiencies:
Armor - Light armour, Medium armour, Shields
Weapons - Simple, Martial Weapons
Tools - Singing/Howling
HP Max: 49
Hit Dice: 5d10
Armor Class: 15
Experience: 0
Initiative: 3
Speed: 30
~Stats~
Strength: 16 (14+1)
Dexterity: 12
Constitution: 16 (14+2)
Intelligence: 8
Wisdom: 14
Charisma: 8
~Skills~
Athletics + 9
Survival + 5
Stealth +4
Perception +5
Insight +5
Nature +2
~Features~
Canny: Choose one skill (Athletics): Animal Handling, Athletics,History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Favored Foe: You know the Hunter's Mark spell and may cast it without needing concentration or by using a spell slot for a number of times up to your Wisdom modifier. These uses refresh after a long rest. When you gain spell casting, Hunter's Mark doesn't count against the spells you may know.
Fighting Style: Unarmed Fighter. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Gloom Magic:
Add these spells to your list:
3rd level--Disguise Self
5th level--Rope Trick
Dread Ambusher:
Add Wisdom mod to initiative.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight:
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Extra Attack.
Feat:
Grappler. You have advantage on creatures you are grappling. Large sized creatures don't automatically break grappling. You may take an action to pin the grappled creature.
~Equipment~
Scale Shirt, Longbow and 20 arrows, Explorer's Pack.
~1st-level spells~
Hunter's Mark, Disguise Self, Cure Light Wounds, Longstrider
~2nd-level spells~
Pass Without Trace, Silence, Rope Trick
Moderators: TimTowtiddy Rivine Talverin Miss Ghoster Aine Krispythekritter