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Cardinal Giuseppe Reiter

Kobold. Race
Daborak Stablemaster Origin
Ranger 12 Class & Level
Chaotic Neutral Alignment
Oloken'Hai Deity
member of factionless Faction
Member Rank/Position
0 Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 15
+2
intelligence 13
+1
wisdom 14
+2
charisma 13
+1
Total Hit Dice d10
Hit Die
1d10+2
+4 proficiency bonus
+5 Strength
+9 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+6 Animal Handling
+1 Arcana
+5 Athletics
+1 Deception
+1 History
+6 Insight
+1 Intimidation
+5 Investigation
+2 Martial
+2 Medicine
+1 Nature
+6 Perception
+1 Performance
+1 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
+6 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
22
Armor Class
101
Hit Points
+5
Initiative
30
Speed
Light Crossbowd20+111d8+5 piercing dmg, range 80/320 Loading, Twohanded, ammunition
Masterwork Shortbowd20+111d6+5+1 piercing dmg, range 80/320 Loading, Twohanded, ammunition +1 to dmg from being masterwork.
Daggerd20+91d4+5 Piercing melee. Finesse, light, thrown 20/60
Silver Rapierd20+91d8+5 piercing melee. Finesse.
Abgrund des Selbst's Bited20+82d6+8 piercing + 1d8 lightning l all within 5 feet, seperate attack for each l piercing melee, enemy takes DC 16 STR saving throw or be knocked prone.
Heste Slayer I d20+10 I 1d6+5 slashing + 1d4 fire +1 magic I Finesse, Light.
Chained Lightning l d20+13 l 1d6+5 piercing +1d8 lightning + 2 magic l Ammunition, two-handed
Wild Side I d20+9 I 1d6+5 piercing (can use as bonus action always.
Attacks
Light armor, Medium armor, Shields, Ordesian Buckler, Simple weapons, Martial weapons, and Claw Weapons.
Land Vehicles ( Jail Wagon ), Disguise kit, forgery kit.
Expertise in Alchemists Supplies
Animal Handling, Athletics, Insight, Investigation, Perception, Survival.
Strength and Dexterity saving throws.
Common (Grass), Cantor, Draconic (Fang), Wicked: (Infernal), Sylvan (Unseelie), Deep Speech
Immune to insanity and confusion. Proficiency with wisdom saving throws.

Proficiences
5 spell slots, DC is 8 + Proficiency + Wisdom.
4 first level slots, 3 second level slots, 3 third level slots.

Cure Wounds: 1 action, touch, Verbal and somatic, instantaneous. Heal creature for 1d8+Wisdom. no effect on undead or construct. does 1d8 more per spell slot

Hunter's Mark: 1 bonus action, 90 feet, Verbal, Concentration 1 hour. Choosee a creature. until spell ends, you deal extra 1d6 damage of the same type that you dealt when you hit with weapon, and advantage on perception/survival to find it. if target drops to 0, you can use bonus action on subsequent turn of yours to mark new creature.

Absorb Elements: 1 reaction, self, Somatic. Instantaneous, Abjuration, reacts to Acid, Cold, Fire, Lightning, or Thunder. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you upcast, increase the damage by 1d6 per level.

Pass without Trace: 1 action, self, Verbal, Somatic and Material, Concentration 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.

Healing Spirit: 1 bonus action, Verbal, Somatic, concentration 1 minute. 60 foot radius. You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
When you upcast to 3rd level or higher, the healing increases by 1d6 for each slot level. Out of combat, this spell heals 10d6 per person.

Conjure Animals: 1 action, 60 ft verbal somatic, concentration 1 hour. This also triggers Spawn of the Cobra King. You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. Sample creatures can be found below. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Water Breathing: Ritual 1 action, 30 feet verbal somatic material. duration 24 hours.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spellcasting
Gold amount: 3750 platinum pieces, 7 gold, 1 silver and 4 copper pieces.
-------------------------------
Magical Equipment:
Bhalmond's Feather-Plate +3 Masterwork Half-Plate - Major Legendary 15,600(Attuned) (only Ranger)
Bhalmond created the main armor, working his skills into an amazingly efficient piece of armor; then he added the feathers as a way to ornament the masterwork craft he made. The armor barely makes a sound when moving, and the attached feathers carry an aura of something like….hunger. Your Dexterity and Constitution scores are increased by 2, up to a maximum equal to their respective score caps.
Sound-Smothering Feathers: Wearing this armor does not impose disadvantage on stealth checks. You gain a +4 bonus on stealth checks to remain undetected against your favored enemy types.
Survivor of a Thousand Hunts: Your experience hunting the most dangerous prey in the world has given you resistance to many of their nastiest tricks. Once per long rest, you can remove any single condition affecting you as a free action, even while incapacitated. You can only remove up to three levels of exhaustion this way and you cannot use this ability while at 0 hp.
Wild Side: Your natural weapons have become much more pronounced. Once per short rest,your teeth and claws sharpen and thicken for one minute, allowing you to make natural weapon attacks with them that deal 1d6 + your Dexterity modifier on hit. You can make an attack with your bite or a claw as a bonus action even if you do not take the attack action on that turn.
The Monster Inside: As a bonus action while under the effects of Wild Side, you can fully embrace the power of the monstrosities hiding in the dark corners of the world. Your claw and bite attacks deal an additional 1d8 acid and 1d8 poison damage for the duration, and you roll damage dice 4 times instead of 2 times when you land a critical strike with a claw or bite attack. At the start of each of your turns after activating this ability, make a Charisma saving throw (DC 10 + the number of saving throws you have made so far). On a successful saving throw, you maintain this form. On a failure, you revert back to normal. You can use this ability once per long rest.
Fear Made Manifest: When you roll a 20 on an attack roll made on a hostile creature in True Combat, you can summon a black, misty monstrosity that coalesces into the form of a hunting dog. The dog shares your initiative count, but takes its turn immediately after yours. Unless you use a bonus action on your turn to control it (allowing you full control over its turn), the dog will single-mindedly target the creature it spawned from with bite attacks. You can only have one summoned creature from this ability active at a time, and you can only resummon a creature with this ability once the currently active one has died. When the creature that spawned the dog dies or becomes unconscious, the dog dissolves into black mist and fades away. The statistics for the fog dog are below.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
F O G D O G
Medium Aberration
STR - 18; DEX - 10; CON - 14; INT - 4; WIS - 8; CHA - 2
6d10 HP - 10 AC
Proficiency Bonus: +3
Saves: Strength, Constitution
Languages: Understands Deep Speech but cannot speak it.
Resistances: Non-magical physical damage, psychic damage.
Vulnerabilities: Radiant, Astral
Speed: 50 ft
Senses: 120 ft. Darkvision, 120 ft. Scent
Actions:
Multiattack: The Fog Dog makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d10+4 piercing damage. If the target is a creature, it must make a DC 14 Strength saving throw or be knocked prone.
Ravage: The fog dog pours shadowy energy into a prone target near it. The target must make a DC 16 Wisdom saving throw. On a failure, it takes 6d6 necrotic damage and is blinded for 1 minute. On a success, the damage is halved and the target is not blinded. The fog dog may do this twice.

The Manticore's Hide (original Con is 13)
This magical half plate's Dexterity cap increases to +3, and it does not give disadvantage on Dexterity (Stealth) checks. Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap. Reduce any Necrotic damage you receive by 2. The short cloak smells foul, and any creature with the Scent, Keen Smell, or similar trait that begins its turn within 10 ft. of you takes 2 Necrotic damage. This does not affect any animal companions, bound creatures, or familiars you may have, but other allies are subject.
Major Rare 40 lbs ; This armor was crafted from the hide of a Manticore, enhanced with the shard of watery demise, and enchanted by a ghast tongue. Arlo the Smith assisted in smelting the metalwork and making sure the leather and plates were properly secured. A stock of manticore hide has been attached to the back as a makeshift, short cloak. Though it seems the design intended to allow armguards and leg guards to be linked, the plans were ruined, along with the ability to do so. Thus, it was left to function as half plate armor.

Tactical Retreat (Attunement)
3 times per long rest, you can cast the spell Healing Word as a reaction, using Wisdom modifier as your casting stat, whenever an ally would take damage. if you do so, the target of your healing may ignore one enemy, for the purposes of provoing attacks of opportunity. if your character is a cavalier fighter, this item provides a +2 shield bonus to AC while wielded in one of their hands.
Tactical Retreat Regional Worthy 2 (This item requires a prestige of 2 to wield unless that character has a Daborak Origin, in which case it may be used with any prestige.) Attunement This is a powerful magic banner depicting the symbol of Daborak. This banner occupies one of the characters hands. Having been made with Banner-making, the colors have worn with time, and Touching would probly impact it.

Monstrosity Breakers: 7 bolts remain.
this type of bolt does an extra 1d4 necrotic damage, and ignore's the loading quality of crossbows only when you load. This ammo becomes +1 ammunition when fired against creatures of the monstrosity type, and when gathered, you can gather up to 2 more bolts than normal, but at least 1 bolt always breaks.
These +1 bolts are crafted with manticore quills, especially for ammunition, and tipped with the powers of a werewolf claw each. They have had a ranger's hatred for a certain enemy instilled in them, allowing a hated enemy, more than a favoured one. They have also had mending cast on them to be instilled upon them when fired, to keep them from breaking, or allowing them to be gathered up.

Shadows of Reiter and Abgrund
Pair of Glasses (wondrous) - Major Rare (3,080 gp)
Staring into the abyss.
You have advantage on Intelligence (Arcana) ability checks concerning spells, aberrations, or things eldritch in nature.
Uncanny Vision: Any sunlight sensitivity and darkvision you possess are suppressed, but you can detect any creatures in the Ethereal Plane within 30 feet. You cannot discern the creature's form or type, only a shimmer that signifies its presence.
Detect Madness: You can use an action to begin concentrating on this ability. You can sense whether there are any creatures suffering from confusion or madness, or any object that bears a significant Oloken'hai influence within 500 feet. You learn if they're present, their numbers, and their general direction from you. You can concentrate on this ability for up to 1 hour, but once it ends, it cannot be used again until the next dawn.
You have disadvantage on saving throws to resist fear from aberrations and creatures in the Ethereal Plane.
[base material, adornment, enhancement, enchantment, spell invocation x 1, special crafter]

Heste Slayer - Created by Giuseppe Reiter
+1 Scimitar - Minor Very Rare
Shadows twist around this amalgamation of blackened wood and carburized steel. Taking a broken scimitar, Yora has remade and reinforced the steel with Obsidian Timber to give it the appearance of an axe. What remains of the curved blade spans the arch of the axe head, terminating at two deadly barbs which tear into the shadows nearby. Arcane symbols inscribed by Linwrick pull darkened flames from the timber into the blade, masking the presence of eldritch runes etched into the steel.
This weapon deals an additional 1d4 points of fire damage.
This weapon holds 2 charges, which are refreshed at dusk.
Cinders to Ashes: When you critically hit with this weapon, you can spend 1 charge to deal an additional 1d6 points of fire damage. This damage is not doubled.
Lingering Shadows: As an action when in dim light, you can spend 1 charge to rend the shadows around you and tether them to your blade. While you wield this weapon for the next minute, your movement speed is halved and creatures have disadvantage on Wisdom (Perception) checks to see you in bright light. You can end this ability as a free action.
[Base Material, Enhancement, Enchantment x2 (2 spells), Special Crafter]

Ember Guard
Masterwork Ordesian Buckler - Minor Rare (1,200gp)
While wielding this shield, you gain the following abilities and features:
When a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack at that creature. You use a bonus action to don or doff this shield. You can don or doff a Masterwork Ordesian Buckler with an item interaction once per round.
• Fire damage you take is reduced by 3.
• Heart Forge Strike: Whenever you would reactively attack a creature who has missed you using the Ordesian Buckler feature, and you successfully hit your target, that creature suffers an additional 1d4 points of fire damage.

Spricht Mit Wolfsattel
Wondrous (Military Saddle) – Major Rare [2750gp]
This comfy, yet still military style, saddle is tailored to fit snuggly atop a large dire wolf. This saddle is predominately made from various types of leather and adorns a custom seat to provide a smooth and comfortable riding experience. --
While the saddle is set on a wolf and you are sitting within it, your words spoken in Common can be understood by the wolf, and the wolf can verbally communicate back to you in Common in simple phrases consisting of no more than three words. The wolf is considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. --
A Stroke of Genius. As an action, you can briefly broaden the wolf’s understanding of the world. For the next minute, the wolf can understand you and your allies when spoken to in Common and can verbally communicate back in Common in full sentences but is still considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. Once you use this ability you cannot do so again until next dawn.
[Base Material, Adornment, Spell Invocation x2, Special Crafter]

Chained Lightning
+2 Shortbow - Minor Legendary (90 days, 12,600gp) - Exclusive Attunement: Beast Conclave Ranger
"The Lightning in your step, the fuse to hit the rest."
While attuned to this item you cannot attune to any other item that would benefit your animal companion.
Both your weapon attacks made with this weapon and the attacks of your animal companion deal an additional 1d8 lightning damage on a hit.
Mistral: As a bonus action, you can create a swirling tempest of wind around yourself and your animal companion, granting both of you a flying speed of 30 feet for one minute. You can use this ability once, recharging after a long rest.
While using Mistral, you gain access to the following ability:
Ride the Lightning: As an action, you and your animal companion surge forward with the power of lightning, teleporting up to 30 feet in a straight line, into an unoccupied space you can see. While moving in this way, all creatures you and your animal companion move through and all creatures within five feet of you and your animal companion must make a DC 17 Dexterity saving throw. On a failure, they take 6d6 lightning damage. If both you and your animal companion would effect the same creature with this ability, that creature receives disadvantage on its saving throw. You can use this ability twice, with both uses recharging after a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x 1, Special Crafter]


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Standard Items:
Set of hardy Traveling Clothes - 3 pounds

2 Potion Bandolier - holds up to 3 potions that can be pulled out with an item interaction. Drink it as an action. one holding 1 supreme healing potion, 1 superior Healing Potion and 1 potion of invulnerability. The other holding 1 superior healing potions,1 supreme healing potion and 1 potion of climbing.

Fadesteel Autowagon - Cargo Capacity: 2000 currently ??? pounds carried. This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners. This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move. In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road.

Horn - 2 pounds Used to summon help

Alchemist Supplies - 8 pounds - include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: proficiency allows you to unlock more information on Arcana checks involving potions and similar materials
Investigation: when you inspect an area for clues, proficiency grants you additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: you can use this tool proficiency to create alchemical items. a character can spend money to collect raw materials, which way 1 pound for every 50 gp spent. the DM can allow a character to make a check using the indicated skill with advantage. as pact of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. subtract half the value of the created item from the total GP worth of raw materials you are carrying.

Explorer's Pack - in the wagon - includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 9 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.

2 Quivers (with 20 bolts each) - 5 pounds.

Miners Pick - in the wagon

1 ten ft. Chains - 20 pounds

Lock - 1 pound

Book - 2 pounds

4 daggers - 4 pounds

light crossbow - 5 pounds

Masterwork Shortbow - 2 pounds

69 Crafting Tokens - nil (IMPORTANT) -----------

4 Saddlebags - 2 pounds on Abgrund

Shovel - 5 pounds

3 Platinum - 3 pounds

2 Potion of Supreme Healing - 2 pounds - heals 10d4+20

3 Greater Healing Potion - 3 pound - heal 4d4+4

13 potion of Superior healing - 3 - heal 8d4+8

2 potions of healing - 3 pounds

2 Potions of Fire Resistance: When you drink this potion, you gain Resistance to fire damage for 1 hour.

4 potions of invulnerability: For 1 minute after you drink this potion, you have Resistance to all damage.

4 Potions of Climbing - 2 pounds - When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

1 Scroll of Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

2 Scroll of Enhance Ability: This allows you to use one of the following buffs.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

2 Transluscent Crystal with Water - nil - Enhancement moderate material for Wondrous - Intelligence based - Water, Vision, Apparition.

Block and Tackle - 5 pounds

Fishing Tackle - 4 pounds

Wolf Plushie - nil

4 Caltrop Bags - nil

2 Ball Bearing Bags - nil

Grappling Hook - in the wagon

Bird Cage for the Kakapo - in the wagon

10 foot pole - 7 pounds

5 Vials - nil

Feather Fall Scroll - 1 pound

Stuffed Spiderling (beany baby) - nil

Letters&documents - nil

Silver Rapier - 2 pounds

Net - 3 pounds

Climber's Kit - 12 pounds

Magnifying Glass - nil

Warrior's Band of a Viaken Thane

Pumpkin Themed Cooking Utensils

black silk embroidered handkerchief. - 0 pounds - embroidered with my initials on an hat being held by a small clawed hand.

Thick fur Cloak for medium sized individual - 10 pounds

Fine Secondary robes that are buttoned on the inside - 2 pounds

Fine Draping hat that goes over the head and horns. - 0 pounds.

Warm blanket from Lanzu Lutfi - 0 pounds

1 Oil of Etherealness - nil - Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Equipment
member of factionless
Faction
Razzle Dazzle
Stat Array
https://docs.google.com/document/d/1nNCI77REXeIetFpVG39SEGfuMPqnxsRX4Si6nIlwumU/edit#heading=h.wkv0l7213g9b

Attribute cap +2 intelligence.

Abgrund von Mir: Large Beast. (9d8+3repeated) 80 hp. 18 AC. Movement 50 feet. STR:18 DEX:18 CON:16 INT:3 WIS:12 CHA:7 Saving Throws: STR:+8 DEX +8 CON+7 INT +0 WIS +5 CHA +2 Acrobatics +8 Perception +5 Sleight of hands +8 Stealth +8
Forest Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless (Recharges after a Short or Long Rest). If the wolf takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trained Khaoan Kakapo: Small beast, 3 hp, 11 AC speed 5ft fly 40 ft STR1 DEX12 CON 8 INT 2 WIS 12 CHA 8 Perception +4 Bite +3 hit 1 piercing dmg MimiCry: The kakapo can learn to mimic sounds it has heard, it cannot mimic accents, but it can mimic words. a creature that hears the sounds a kakapo make can't tell they are imitations, unless they Succeed at a DC5 insight.

If you are riding and controlling a trained mount or Ranger Companion, you can steer them from the brunt of damage. If your mount was damaged from a Dexterity Saving Throw, they take half of that damage.
This benefit only works when you are conscious.
This benefit stacks with the Mounted Combatant feat (which has also undergone some changes that can be towards the end) and some abilities of Beast Conclave Ranger and Scalecaller Conclave Ranger.

Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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.

Fighting Styles: Archery: +2 to hit with a bow.

Observant: +1 wisdom, if i can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips, and you gain a passive +5 to Perception & Investigation scores.

A.S.I. +2 to dexterity, Abgrund takes +1 to str/dex., +1 to dex and con, Abgrund evolved.

Favored Enemy(Monstrosity) Greater Favored Enemy (Aberrations): you gain a +4 bonus to damage rolls with weapon attacks against Monstrosities and aberrations. Additionally, you have advantage on Survival and Wisdom (Martial) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You have advantage on saving throws against the spells and abilities used by a greater favored enemy. (Learned infernal and deep speech.)

Natural Explorer: This grants you the following benefits: -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. In addition you get 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 would normally. -While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed the area.

Primeval Awareness: 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 its affecting by magic of any sort, its short-term needs, and actions you can take to persuade it to not attack. you cannot use this ability against a creature youve attacked within 10 minutes. also, by spending 1 minute uninterrupted minute by concentration, you can sense any favored enemies within 5 miles of you. this feature reveals which of your favored enemy are present, their numbers, and the creatures' general direction and distance (in miles) to you. if there are multiple groups within range of this ability, you learn information for each group. they also recognize you as a kindred spirit.

Beast Companion Path: With 8 hours of work and 50 gold, calls forth an animal from the wilderness to serve as your faithful companion. Chosen Land Archetype. the brother gains all benefits of companions bond. if the wolf brother is ever slain, the ritual can be repeated to call forth its spirit and create a new body for it. At Ranger levels 9 and 17, you can choose to branch out from a previous selection of animals to a newer group as you master your connection beasts to the point where even monstrosities follow your command. Once you select a new group, it is locked in and you can not summon animals from the previous group.
The only way you can change back to a different group and/or path is through Academies. you can only have one animal companion at a time and can only select animals from the path and group you've chosen. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

Companions Bond: Your companion loses multiattack. Your companion obeys commands as best as possible, roll initiative, but you determine its actions and so on. if im incapacitated or absent, your wolf acts on its own. when using Natural Explorer, you both move stealthily as normal pace. Your wolf uses your proficiency. it also adds proficiency to AC and on their attack’s damage rolls. However, should you equip barding to your companion, they lose their proficiency bonus to AC. To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus + your companion’s Dexterity modifier.
To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.
your animal companion gains proficiency in Acrobatics and Sleight of Hand it also becomes proficient with all saving throws. For each Ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. However, should you branch out to a new group of beasts within your path, the previous group’s additional hit dice do not carry over.
Whenever you gain an Ability Score Improvement or feat from your Ranger levels, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise. However, should you branch out to a new group of beasts within your path, the previous group’s Ability Score Improvements do not carry over. The only way you can reassign your Companion’s ASIs is through Academies.Your companion shares alignment, but has a knack for showing up in the nick of time, but will eat unattended food. its bond is "the ranger who travels with me is a beloved companion for whom i would gladly give my life." your wolf also gains the benefits of favored enemy feature, and Greater favored enemy feature when you gain that.

Coordinated Attack
Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
This does not stack with the Extra Attack class feature.
Your companion’s attacks are considered magical for the purposes of bypassing resistance.

Fleet of Foot: You may use the dash action on a bonus action on your turn.

Hide in Plain Sight: You can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to perception until the start of next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Storm of Claws and Fangs: Your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Azolon's Chosen: Library of Kasael: Learned Sylvan: (Unseelie)

Cackling Mad: Immune to insanity and confusion. Proficiency with wisdom saving throws.

Title: Cardinal - You have advantage against the first violet effect that you suffer from during combat. You are more resistant to forbidden knowledge. Finally, certain places and abilities may become available to you as time goes on.
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

megatokyofan666.

Statblock Type

Verum Character Sheet

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