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Torsten Kemp

10 Level (0/85000 XP for level-up) Failed Merchant Background Human Race / Species / Heritage NG Alignment
Ranger (Gloomstalker)
Level 10
Hit Dice: 10/10
1d10+2 Class 1

STR
10
+0
DEX
20
+5
CON
14
+2
INT
11
+0
WIS
16
+3
CHA
16
+3
84
Hit Points
+8
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+4 Strength
+9 Dexterity
+2 Constitution
+0 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+3 Deception CHA
+0 History INT
+3 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+7 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+13 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +9 DEX 1d8+5 piercing
 Range: 150/600 Ammunition, Heavy, Range, Two-Handed
Shortsword +9 DEX 1d6+5 piercing
 Finesse, Light
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Speak with animals Action Self 10 mins
Disguise Self Action Self 1 hour
Hail of thorns Bonus Action Self Concentration, up to 1 minute
Hunter's Mark Bonus Action 90 ft. Concentration, up to 1 hour

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Beast Sense Action Touch Concentration, up to an hour
Rope Trick Action Touch 1 hour
Pass without trace Action Self Concentration, up to 1 hour
Find Traps Action 120 ft. Instantaneous

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Speak with plants Action Self (30 ft. radius) 10 minutes
Fear Action Self (30 ft. Cone) Concentration 1 minute
 Notes:http://dnd5e.wikidot.com/spell:fear
Lightning Arrow Bonus Action Self Concentration 1 minute
 Notes:http://dnd5e.wikidot.com/spell:lightning-arrow
Elemental Weapon
 Notes:http://dnd5e.wikidot.com/spell:elemental-weapon
Supply Chain
From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

Favored Enemy
Choices: undead, fiends
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Deft Explorer
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.(Stealth)
You can also speak, read, and write 2 additional languages of your choice. (Avian, Celestial)

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

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

Primal Awareness
Learn addition spells per level that do not count against spells known:
Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

Ranger Conclave: Gloomstalker
Learn addition spells per level that do not count against spells known:
Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher
You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
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. 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.

ASI: +2 Dex

Extra Attack

Iron Mind
By 7th level, you gain proficiency in Wisdom saving throws.

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.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

ASI: +1 Wis + 1 Cha

Nature's Veil
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Features & Traits
Leather armor
Two shortswords
A longbow and a quiver of 20 arrows
An explorer's pack
Leatherworker’s tools
Merchant's scale
A set of fine clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Spellcasting
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Leatherworker’s tools
Languages: Common, Elven, Abyssal, Avian, Celestial

Languages & Proficiencies
The customer is always right.

I didn't have the cutthroat attitude necessary to succeed.

Personality Traits
Where there's life, there's hope. If I remain alive and flexible, I can succeed.

Ideals
My church provides a connection to my god, so I must ensure that it is protected and funded.

Bonds
Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.

Flaws
Life and class/Job to earn 10 levels
Merc captain of the chapter of regret, a band based out of St. Aldagar on the Bay of last refuge. They're primarily hired to help the transport of valuable goods to and from the bay, and are famed for their part in the 'Battle of Two Waters' in 589 AD where they sunk a vampire's vessel.

NPC
Torsten cares deeply for a prioress in the church of St. Aldagar, but the duty she possesses has been a barrier to persuing anything further. He regularly donates 1/10th of his earnings to the church and when not working can often be seen worshiping there. He is a believer, but he wouldn't be such a devot follower without her infuence on his life. Human female named Kasi.

Involvement with the church
Devot and regularly donates but not a spesific member beyond a congragation.

Secret, flaw or negative aspect
He became captain of his company when the previous in command died in the 'Battle of Two Waters'. Torsten saw and could have prevented his death, but in a moment of weakness sought out personal glory instead.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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