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Eva Calsye

7 Level (0/34000 XP for level-up) Background Paxatari Race / Species / Heritage Alignment
Ranger
Level 7
Hit Dice: 7/7
1d10+1 Class 1

STR
18
+4
DEX
18
+4
CON
12
+1
INT
12
+1
WIS
16
+3
CHA
10
+0
37
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+10 Strength
+11 Dexterity
+2 Constitution
+2 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+8 Acrobatics DEX
+11 Animal Handling WIS
+2 Arcana INT
+7 Athletics STR
+1 Deception CHA
+2 History INT
+6 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+6 Medicine WIS
+7 Nature INT
+12 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+11 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +10 STR 1d6+4 Piercing
Handaxe +10 STR 1d6+4 Slashing
Long Bow +13 DEX 1d8+4 Piercing
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

Halvishlan Homebrew

Crystal Shroud Dagger of Issa’mor

Weapon

Legendary Requires Attunement

Finesse, light, thrown (range 20/60)

The dagger is a simple weapon (as opposed to a martial weapon) with a multitude of properties. The dagger’s greatest advantage is its small size. While this may not always be relevant, this makes a dagger the best weapon to smuggle into areas.

The Crystal Shroud Dagger of Issa’mor is built as a subtle weapon; a weapon of deception and stealth. While in possession of the dagger, the user becomes by extension a bit more subtle, a bit more unexpected.


Unseen Threat:

  • The Crystal Shroud Dagger of Issa’mor was forged by ancient felines, it is a small black crystal blade of extreme sharpness that doesn't dull easily. Meant to deal swift and imperceptible damage to a target. While being searched for weapons, the user can roll at advantage on a deception check to conceal the weapon from being perceived. “A trick of the light,” one might think when their eyes pass over the dagger without comprehending it’s presence, “you aren’t really holding anything. Right?”

  • Silent Strike:
  • If using the Dagger to attack during a successful “sneak” or “flanking” and attacking from the rear of an enemy, the weapon deals and extra 2d4 damage to a total of 3d4+11 damage. The creature being attacked must make a perception check at disadvantage against the attack. Should they fail, the weapon deals an additional 2d4 damage each subsequent round until a successful perception check can be made for a max of 3 rounds.

  • Type Damage Damage Range
    Simple Melee 1d4+11 Piercing 20/60 ft

    Cost: 1,500gp
    Weight: 2lb

    Halvishlan Homebrew

    Incendiary “fire” Arrow

    Ammunition

    Uncommon

    Fire Damage, Used with Bow or Crossbow.

    This arrow can be lit before using it either by spending an action from a Tinderbox, or spending a bonus action from an open flame, such as a torch, a bonfire, or a burning tree. When lit, this arrow does the normal attack damage from the base weapon plus an extra 1d4 fire damage to the target. It will continue to do 1 fire damage until an action or bonus action is spent to remove it. A lit fire arrow sets alight any highly flammable materials on impact. Other flammable materials require a successful luck roll with a DC as determined by the DM.

    One of the disadvantages of using the fire arrows is that you lose any advantage when attempting a surprise attacks with it due to its clear visibility, even during night time.

    Type Damage Damage Range
    None 1d6 / +1d4 fire (when lit) Piercing

    Cost: 5gp
    Weight: 2lb

    D&D 5e PHB Page 149 (Uses Dart Block) AND D&D 5e DMG Page 41

    Shuriken (Throwing Stars)

    Weapon Finesse, Thrown Common

    A metal throwing star that can be used as a improvised dagger or item of distraction. When thrown it pierces into an opponent, but is unlikely to cause deep wounds.   Not all shuriken are manufactured the same. Variances include more or less points (generally a minimum 3), or even curved points. The design can be simple or ornate, but function in the same fashion.

    Type Damage Damage Range Properties
    Simple Ranged 1d4 Piercing 20/60 Finesse, Thrown

    Cost: 5-8 cp Weight: 1/4 lb.


     

    The statblocks of your class features

    Hero Knight of Halvishlan - Order of the Hawk

    Must have won the title of Hero Knight, or been granted Knighthood.

    You are a Knight of Halvishlan aligned with the Order of the Hawk, a group of knights within the kingdom's ranks who stand on the watchtower, sentinal and alert; a group forged by justice and fair conviction, they observe with a keen eye. A devotion to duty grants you these benefits:   Ability Score Increase: Increase your Dexterity, Intelligence, or Strength score by 1, to a maximum of 20   Watchful Eye: You are aware and keenly observant. When an ally within 30 ft of you rolls below a 9 on a perception check, you may choose to grant them a reroll by assisting them with your own observations, wherein they may use your skill modifier (Intelligence/Perception) and proficincy. Used once per ally, per long rest.   Spanning Reach: When you take the Attack action and attack with a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.   While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.     KNIGHTHOOD RANKS:   Knights of Halvishlan are only ever members of one of the knighthood orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. With the exception of the "Hero Knight" - a title won by galant combat.   Whether a character follows this path of Knighthood (or relinquishes knighthood after the title of Hero Knight is passed on to the next victor of the Unity Games), they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Halvishlan feats they’ve acquired.

    Player's Handbook p89, Unearthed Arcana, DnD Beyond

    Ranger

    A warrior who combats threats on the edges of civilization.

    The Ranger Spell Slots per Spell Level
    Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
    1 +2 Favoured Enemy, Natural Explorer, Deft Explorer (optional) - - - - - -
    2 +2 Fighting Style, Spellcasting 2 2 - - - -
    3 +2 Primeval Awareness, Primal Awareness (optional), Ranger Conclave 3 3 - - - -
    4 +2 Ability Score Improvement, Martial Versatility (optional) 3 3 - - - -
    5 +3 Conclave Feature 4 4 2 - - -
    6 +3 Greater Favored Enemy, Deft Explorer Improvement (optional) 4 4 2 - - -
    7 +3 Conclave Feature 5 4 3 - - -
    8 +3 Ability Score Improvement, Fleet of Foot, Martial Versatility (optional) 5 4 3 - - -
    9 +4 - 6 4 3 2 - -
    10 +4 Hide in Plain Sight, Nature's Veil (optional), Deft Explorer Improvement (optional) 6 4 3 2 - -
    11 +4 Conclave Feature 7 4 3 3 - -
    12 +4 Ability Score Improvement, Martial Versatility (optional) 7 4 3 3 - -
    13 +5 - 8 4 3 3 1 -
    14 +5 Vanish 8 4 3 3 1 -
    15 +5 Conclave Feature 9 4 3 3 2 -
    16 +5 Ability Score Improvement, Martial Versatility (optional) 9 4 3 3 2 -
    17 +6 - 10 4 3 3 3 1
    18 +6 Feral Senses 10 4 3 3 3 1
    19 +6 Ability Score Improvement, Martial Versatility (optional) 11 4 3 3 3 2
    20 +6 Foe Slayer 11 4 3 3 3 2
    hit dice: 1d10 per level
    hit points at 1st level: 1d10 + Constitution modifier
    hit points at higher levels: 1d10 + Constitution Modifier per level
    armor proficiencies: Light armor, Medium armor, Shields
    weapon proficiencies: Simple weapons, Martial weapons
    tools: None
    saving throws: Strength, Dexterity
    skills: Choose three from the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) scale mail or (b) leather armor
    • (a) two shortswords or (b) two simple melee
    weapons
    • (a) a dungeoneer’s pack or (b) an explorer’s pack
    • A longbow and a quiver of 20 arrows
    spellcasting:
    By the time you reach 2nd level, you have learned to use the magical essence o f nature to cast spells, much as a druid does. 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


    Spell Slots
    The Ranger table shows how many spell slots you have to cast your 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.

    Spells Known
    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.
    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.

    class features:
    Favored Enemy
    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
    Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
    Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

    Natural Explorer
    You are a master of navigating the natural world, and you react with swift and decisive action when attacked. 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 are skilled at navigating the wilderness. You gain 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 normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

    Deft Explorer (optional)
    Replaces Natural Explorer.
    You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
    Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
    You can also speak, read, and write two additional languages of your choice.

    Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once, even if you later get to choose it again.

    Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
    Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    Defense. While you are wearing armor, you gain a +1 bonus to AC.
    Druidic Warrior. You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
    Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
    Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    Primeval Awareness
    You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
    You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. 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 it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
    You cannot use this ability against a creature that you have attacked within the past 10 minutes.
    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
    This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

    Primal Awareness (optional)
    Replaces Primeval Awareness.
    You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
    Ranger Level Spell
    3rd Speak with Animals
    5th Beast Sense
    9th Speak with Plants
    13th Locate Creature
    17th Commune with Nature


    Martial Versatility (optional)
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Greater Favored Enemy
    At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
    Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

    Deft Explorer Improvement (optional)
    You gain an additional benefit when you reach 6th level in this class.
    Roving. Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

    Fleet of Foot
    Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

    Hide in Plain Sight
    Starting at 10th level, 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 their Wisdom (Perception) checks until the start of your 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.

    Nature's Veil (optional)
    Replaces Hide in Plain Sight.
    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.

    Deft Explorer Improvement (optional)
    You gain an additional benefit when you reach 10th level in this class.
    Tireless. 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.

    Vanish
    Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.

    Feral Senses
    At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your in ability to see it doesn’t impose disadvantage on your attack rolls against it.
    You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

    Foe Slayer
    At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
    subclass options:

    Swarmkeeper (Ranger Archetype)

    Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
     
    A Swarmkeeper’s swarm and spells are reflections of the character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in chapter 3 of Tasha's Cauldron of Everything.
     
    Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!

    Gathered Swarm


    3rd-level Swarmkeeper feature
     
    A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.























    D4 Appearance
    1 Swarming Insects
    2 Miniature Twig Blights
    3 Fluttering Birds
    4 Playful Pixies


    Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
  • The attack’s target takes 1d6 piercing damage from the swarm.

  • The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

  • Swarmkeeper Magic


    3rd-level Swarmkeeper feature
     
    You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.
     
    You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.



























    Level Spells
    3rd Faeie Fire, Mage Hand
    5th Web
    9th Gaseous Form
    13th Arcane Eye
    17th Insect Plague

    Writhing Tide


    7th-level Swarmkeeper feature
     
    You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
     
    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.
     

    Writhing Tide


    11th-level Swarmkeeper feature
     
    Your Gathered Swarm grows mightier in the following ways:
  • The damage of Gathered Swarm increases to 1d8.

  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.

  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.


  • Swarming Dispersal


    15th-level Swarmkeeper feature
     
    You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
     
    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.

    Statblocks for your familiars, mounts etc.

    EllyOdd (Halvishlan Homebrew)

    Susan The Goose

    Small chaos, chaotic neutral
    Armor Class: 12
    Hit Points: 25
    Speed: 25 ft , fly: 60 ft , swim: 60 ft

    STR

    12 +1

    DEX

    14 +2

    CON

    12 +1

    INT

    12 +1

    WIS

    12 +1

    CHA

    13 +1

    Saving Throws: Dexterity +2
    Skills: Intimidation +3, Sleight of hand +4, Stealth +4
    Damage Vulnerabilities: Bludgeoning
    Condition Immunities: Charmed, Frightened, Prone
    Languages: Goose

    Actions

    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.   Honk. Three creatures of the Goose's choice within 120 ft. that can hear it must make a DC 14 Wisdom saving throw. On a fail the creature is enraged, having disadvantage on attacks against any target other than the goose until the end of the Goose's next turn.     TRUE ALLY At 6th level, Susan becomes more loyal to you and your friends than ever, even in the event of your death. Choose one of the following options:   Grief. If you or one of your allies fall unconscious, Suzan can stabilize them, making a DC 10 Survival or Medicine check. How your companion specifically stabilizes a creature is up to the narrative. As an example: Susan may attempt to staunch your wounds with his body weight or attempt to move a contorted unconscious body into a more natural position.   Rage. If you or one of your allies fall unconscious, Susan can immediately move up to their movement and take the attack action against a creature in their defense.

    Reactions

    Startle. As a bonus action, Susan can make a sudden ruckus aimed at a creature within 5 ft, in attempt to startle them. Roll 1d4 and measure the result against the list below:   1 = Target is mildly annoyed, nothing happens.   2 = Target’s ears ring as the sound/display rattles them – a goose will haunt their dreams.   3 = Target must make a Constitution Saving throw of 10 or higher or take 1d4 psychic damage.   4 = Target is startled and must make a Dexterity Saving throw of 13 or higher, or be knocked prone.

    Usual Tactics

    LEVELING UP:

      At 3rd, 6th, 9th, and 12th level Susan will Level up with you(Eva) and gain an added manuver or feature at the discretion of the DM.   You have the option at that time to have Susan take an increase in one Ability Score of your choice by 2, or two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 by Ability Score increases.   Hit Dice: Roll a D8 for Susan's Hit Dice at each of these level thresholds, adding the result to Susan's HP Score. Unlike PC's Susan is a Companion, and cannot maintain a dice pool between short rests. He can only regain health at every long rest.

    “Susan The Goose,” is a gentleman who will mess you up if you hurt his best girl Eva. He is highly protective and loyal to Eva; albeit distracted at times by the occasional stick or shiny thing.   Susan was named by Eva after the God Su, and as such Susan takes particular pride in bringing chaos to the world in his name.

    Statblocks for race/species of the character.

    EllyOdd

    Paxitari

    “IT’S FOOLISH TO COME UP THIS WAY. BEST TO TURN BACK TO THE VALLEYS YOU LOVE SO MUCH." The mountain rumbled behind him as if to affirm that nobody outside the well-worn and battle ready Paxitari belong on these snowy peaks and ice cliffs. All around the wind swept snow into drifts and covered the boots of those awaiting the mountain guide. He was as immovable as the mountain and just as firm. He adjusted his eye coverings and although he couldn’t see with his eyes, they were full of steely resolve.   — Rootlord Archives, Mia Ember   Paxitari developed and evolved separated from other humans in isolated mountain-tops where bonding magic held little to no hold over them. They are a hearty people who have struggled in the unyielding conditions of the harshest environments in all of Halvishlan. They value competition, fetes of strength and power. As well as well crafted weapons and architecture. The Paxitari people have made their homes on the sides of glaciers, mountain cliffs, canyons, and windswept snowscapes. Nothing easily rattles these sturdy, patient people.  

    PACIFISTS AMONG MEN

    Paxitari were once as human’s were, however; after The Day of Burning Sight they chose to remove themselves from society. They sought to remain untouched by magic as it transformed the land they had once tended. Not agreeing that any race should so be tied intrinsically to another without their consent, the Paxitari migrated to the rough and harsh lands of the mountaintops to the West and North.  

    AMONG THE ELEMENTS

    Paxitari Tribal regions over the vast mountains and glaciers where they work the inhospitable land into homes and fine cities. Western Paxitari mine crystals, gems, and ice. Where their Brothers to the North have cultivated a love for the fowl and creatures that live among the clouds. They appreciate the enterprising humans and trace frequently goods along canyons roads and water routes. Trustworthy members of other races are welcome in Paxitari settlements, either through proving themselves capable in the harsh terrain and weather conditions, or by cleverness and knowledge; Though some areas are off limits even to them. Keeping to themselves, and finding nature to be the greater companion. When you do see a Paxitari it is often as guides or as part of search parties. Other trades they embrace are those of weaponsmith, armourers, and jewellers. Some become bodyguards, and are highly sought after for their courage and resilience.  

    ADVENTURE OR EXILED

    Those who take up the adventuring life might be motivated by a desire to accumulate gold for a specific purpose, or even out of an altruistic desire to help others. Other Paxitari are driven by a direct calling or simply a desire to bring back a good story and be heralded in song. Tribal dynamics might force a Paxitari to leave to restore lost honour, avenge an ancient wrong the tribe suffered, or find a new place elsewhere after having been exiled. A Paxitari might be asked to leave if they become bonded. This is seen as an unfortunate loss, as the Paxitari generally believe that bonding magic should not exist. Those who are unfortunate enough to bond are asked to leave.  

    TRUSTED FRIENDS

    Paxitari get along passably well with most others. They find it takes a good story and a fighting spirit to find good company and among adventurers such are in abundance. Once a Paxitari makes a friend, they consider them family and will fight for them to the end. Often picking up oaths and promises from generations and continuing quests in stead of those they care deeply for; even sometimes beyond reason.
    ability score increase: Your Strength score increases by 1
    age: Paxitari age at the same rate as humans, reaching adulthood in the late teens, and middle age at 50. Living no longer than a century.
    alignment: Paxitari generally align neutrally in conflict. Their pacifist heritage tends to lead them to try and problem solve before violence enters consideration.
    Size: Tiny
    speed: 30ft
    Languages: Paxitari, Common
    race features:

    PAXITARI TRAITS

    Paxitari have an assortment of unique traits that are inherent; those include:   Alignment. Paxitari generally align neutrally in conflict. Their pacifist heritage tends to lead them to try and problem solve before violence enters consideration.   Age. Paxitari age at the same rate as humans, reaching adulthood in the late teens, and middle age at 50. Living no longer than a century.   Size. An individual Paxitari man commonly measures 6’4’’ tall, but can be as tall as 7’4’’ Weighing between 200-280 lbs. You are size Medium.   Speed. Your base walking speed is 30 feet.   Languages. You can read, write, and speak; Common, and Paxitarian.   Daring Paxitari. Your Climbing Speed is 15. You’re movement is unhindered by the “difficult terrain” of mountains.

    VARIANTS

    Two main subraces of Paxitari populate the Mountains of Halvishlan: the Northern Tribe, and Western Tribe. Although the Tribes are separate, their ideals and foundation as brothers has not changed. A call from one will bring a friend from the other. The tribes support each other, and actively communicate to maintain relations and trade.   Choose Either: The Northern Tribe, or The Western Tribe.

    EllyOdd

    Paxitari - Northern Tribe “Sun-Blessed”

    Like their brother Tribes to the West, the “Northern Tribes” came into existence in pursuit of separation from the imposed magical will – a force they couldn’t see – nor able to oppose.   Living in isolation among the eternal floating mountains, and plunging canyons of the steep territory to the north; Paxitari of the Northern Tribes prescribed to a way of life that revere great thinkers. They are lithe, acrobatic individuals who float among the mountains like birds.   Over the centuries they have evolved many distinct traits and characteristics that have set them apart. Northern Paxitari are thin and limber, they tend to have aerodynamic and more angular features than their Western brothers.   Northern Paxitari have lighter features, both in skin and hair. So light in fact, that there near-white skin glistens and dances in the sunlight. Ranging from a pail neutral beige, off white, white, and even opalescent. Hair is also in the lighter range, with blond, white, grey, and ashy brunette being the most common. Eye colour is usually nothing too strange - except that they’re eyes tend to have a slight cloudiness to them due to sun exposure.   They are proud and loyal, often to the extreme. Living so close to the sun, they have a unique relationship with their environment - obtaining energy from the sun above, and strength from the breeze on their backs. Standing as tall as 6’8’’ full grown; They tower above shorter creatures and seem to walk in the clouds.  

    HOME AMONG THE CLOUDS

    The Northern Mountains make a perfect place to hide for the Paxitari people. Seclusion is important to them and their communities. Although they live lives away from others they do not shun those who would wish to join them; and do quite often live in harmony with human and feline alike.   The settlements of the Northern Tribes span floating mountain peaks and plunging canyon walls. Constructing their homes by sculpting them into the cliff faces. Vast networks of bridges and steep stairways pepper their mountain village homes among the clouds.  

    ACROBATIC HUNTERS

    The Northern Tribes, have a close relationship with all flying beasts having cultivated aviaries and training the great birds and creatures of the sky to work with them in harmony. Due to this close relationship they manage most of the kingdoms’ aviary message and delivery system. To own a bird is considered distasteful, as birds are an embodiment of freedom. Paxitari consider their aviary cohorts as friends.   Countless hours spent on the mountainside has created a resourceful people, who have come to develop quick feet and a practiced balance that is enviable. You will hardly ever see a Northern Paxitari Trip.
    ability score increase: Life among the mountains has made the Paxitari agile and precise. Your Dexterity score increases by 1.
    age: Paxitari age at the same rate as humans, reaching adulthood in the late teens, and middle age at 50. Living no longer than a century.
    alignment: Paxitari generally align neutrally in conflict. Their pacifist heritage tends to lead them to try and problem solve before violence enters consideration.
    Size: Medium
    speed: 30ft
    Languages: Paxitari, Common
    parent race: Paxitari
    race features:

    Additional Traits

      Ability Score Increase. Life among the mountains has made the Paxitari agile and precise. Your Dexterity score increases by 1.   Sunlight Invigoration. You have advantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Radiance. When in full sunlight with exposed skin to the light, you gain back expended hit points, one point per hour you are exposed to the energy of the sun. If conditions are cloudy you gain back one hit point every two hours. - Additionally, when performing a long or short rest while you are able to remain in full or partial sunlight for the duration you gain a constitution boost of 2, up to a maximum of 22 for the next 24 hours.   Fluid Stance. You are light on your feet, like the clouds. You roll advantage on any check that may cause you to fall prone.

    PAXITARI NAMES

    Paxitari are tribal, and often the naming of a new baby includes input from the tribe.  

    NORTHERN TRIBE NAMES:

    In the Northern tribes, this input comes from tribe leaders who meditate on the name for several days after a baby is born. These names have often use sound and emotion as inspiration as often as using family names. It is an imprecise practice.   Male Names: Lufi, Sky, Falco, Falli, Parna, Whi, Bassa, Dinci, Din, Roth, Keen, Kaporr, Wandri, Quik, Xye, Totha   Female Names: Ashe, Klui, Pemm, Sucii, Omi, Winn, Willow, Janree, Felinca, Korii, Hallie, Suee, Prilla, Canella, Sylvet

    Statblocks for companions, followers and other allies.

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    Halvishlan Homebrew

    Eva’s (Heavy) Cinder Crossbow

    Weapon

    Uncommon Conjuration Requires Attunement

    Ammunition, Heavy, Loading, Two-Handed

    Cinder-Shot
    Upon firing, the cinder crossbow fires a fireball spell at the target. While using the cinder-shot, your spell save DC for the attack is 12.

    After firing you must spend an action re-cranking the rune-plate mechanism before firing again. This doesn't have to be on the same turn.

    Cinder-Shot “Fireball”
  • Lvl3 Evocation
  • Casting Time: 1 action
  • Range: 150 feet
  • Target: A point you choose within range
  • Components: Building up a flint charge within the rune-plate chamber.
  • Duration: Instantaneous

  • A bright streak flashes from the tip of the crossbow upon firing a bolt to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    ———

    Overcharge: You can spend an action cranking the cannon beyond its recommended limit. Each overcharge increases the spell level of the next fireball cast by one.

    Chamber Cooldown: Due to the nature of the rune-plate mechanism, the cinder crossbow can only make at max the same number of shots per day as the users dexterity modifier.

    ——————

    Ammunition
    You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

    Heavy
    Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

    Loading
    Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

    Range
    A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Martial Ranged 1d10 / 1d8 Piercing 100/400 ft

    Cost: 115gp
    Weight: 18 lb

    Halvishlan Homebrew

    Order Of BladeJaw Fighters Guild Membership Pin (Bronze Level)

    Adventuring Gear

    Common

    A small round bronze pin that signifies the wearers membership status in the Fighter Guild. Other such pins exist for other branches of the Order of BladeJaw of other colors and other blade motifs. Always the symble carries the depiction of a wolf and a sword or swords of some kind. Each chapter of the guild creates their own rendition but all are identifiers of the guild.   Advancement to higher ranks will bestow the higher rank pins.

    This pin can both help or hinder a player in world. While the Fighters Guilds are appreciated and valued in some Rootlands, they aren’t readily accepted in others, such as the Southern Rootlands who train the majority of Enforcers of the Kingdom, or the Western Rootlands who adhere to their own system of law enforcement and see fighter Guilds as a disturbance to their authority and recruiting processes.

    Places that highly prize the Fighter Guilds are that of the North, East and Capital City regions of the Kingdom of Halvishlan.

    Cost: 1 sp
    Weight: .625 oz

    Healer's Kit

    Adventuring Gear

    Common

    This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

    Cost: 5 gp
    Weight: 3Ib

    Halvishlan Homebrew

    Eva’s Herbal Cookbook

    Artisan Tool

    Rare

    The following is a guide to creating effects from Eva’s Cooking and Herbal Explorations as chronicled in a cookbook-style account. New and successful recipes will be saved and recorded for reference.

    Herbal Items

      Herbal items include nonmagical medicines, salves, poultices, and concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. Herbal items come in three qualities: Minor, Moderate, and Masterwork. Generally, the higher the quality, the more potent the herbal item. Herbal items also tend to lose their potency if not used within a certain period of being made. Herbal items may be purchased from herbalists during play who will quickly concoct the desired item. However, because herbal items lose their potency, they cannot be purchased between game sessions. Characters who have proficiency with the herbalism kit can craft herbal items if they know the appropriate recipe by gathering the ingredients during their adventures.  

    The Herbalism Kit

      The following text replaces the description of the herbalism kit on PHB 154.   This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The herbalism kit also generally contains a small book in which the herbalist can take notes and record recipes. Proficiency with this kit lets you add your proficiency bonus to any checks you make identify or apply herbs. Proficiency with this kit also lets you craft herbal items for which you know the recipe or to analyze herbal items to discover the recipe.   ** To gain proficiency in the Herbalisum Kit the Character must make a set number of successful herbal “Chance” (a chance concoction has a percent chance of failure determined but he ingredients and number of attempts) the number of remedy attempts are determined by the DM - OR - gain the proficiency during down time where the focus of the time spent is to become proficient in the Herbalism Kit.

    Crafting Herbal Items

      To craft an herbal item, you must have proficiency in the use of the herbalism kit and you must know the recipe for the item you wish to craft. After choosing the item you wish to craft, you must gather the required ingredients and then craft the item.  

    Herbal Recipes

      If you know the recipe for a particular item, you know which ingredients are required to craft an herbal item, where those ingredients are likely to be found, and how to prepare them. You even known enough to substitute ingredients based on what’s available in the local area.   Every herbal recipe specifies the DCs required to craft Minor, Moderate, and Masterwork quality versions of that item. It also specifies the terrain or terrains in which the ingredients – or substitute ingredients – can be gathered. Some recipes specify rare or special ingredients that cannot be gathered through normal means. Those ingredients must be acquired through special means, either through purchase or during the course of an adventure.  

    Gathering Ingredients

      After you select the item you wish to craft, you must gather the ingredients for that item. You may only gather the ingredients for one item at a time. And you must be in the appropriate type of terrain specified by the recipe.   To gather the ingredients, you must spend one hour wandering the local area, searching for appropriate ingredients. During this time, you cannot perform any other tasks, nor can you travel too far in any specific direction and this period does not grant you the benefits for a short rest.   Alternatively, you can gather ingredients as a travel activity. This is similar to foraging except, instead of gathering food and water during a day of travel, you gather the ingredients required to craft an herbal item.   At the end of the gathering period, day of travel, or other period as specified by the GM, make a Wisdom check and add your proficiency bonus for your use of the herbalism kit. Compare the result to the DC required to craft the item you were trying to make. If your check result does not meet or exceed the DC required to craft the lowest quality version of the item, you failed to turn up enough useful ingredients. Otherwise, you turned up enough ingredients to produce the desired item at a highest quality whose DC to craft you met or exceeded.   EDIT: In general, gathered ingredients cannot be stockpiled with an herbalism kit. To properly gather and preserve ingredients for any significant length requires more extensive equipment, preservatives, sealed jars, and more careful gathering of herbs than a simple traveling kit allows. Most herbalists do keep stockpiles of carefully gathered ingredients on hand in their homes, shops, or labs to prepare herbal items for sale. A player who gathers ingredients with an herbalism kit must quickly turn them into the desired item or else they will spoil. Thus the act of gathering the ingredients and the act of crafting the item (see below) should be combined into one action.   A ranger with the natural explorer class feature may gather enough ingredients to produce two items of the same quality at the same time if they are in their favored terrain.  

    Crafting the Item

      Once you have gathered the appropriate materials, it generally takes only a few minutes of work to craft the item. No further check is needed to construct the item. You may simply add the item to your inventory and use it normally.  

    Learning New Recipes

      If you are proficient with the herbalism kit, there are a number of ways you can learn new recipes. Herbalists can easily teach each other recipes in just a few minutes. If you discover an herbalist’s notes, you can also learn any recipes they had recorded. And most herbalists keep their notes with their herbalism kits. Learning recipes from another herbalist or from their notes does not require any check.   In addition, if you acquire an herbal item, you can use your herbalism kit to analyze the item and figure out the recipe. It takes one hour of quiet, careful work to analyze an herbal item and the item is destroyed in the process. At the end of the work period, roll a Wisdom check and add your proficiency bonus for your use of the herbalism kit. If you meet or exceed the DC required to craft the item at Masterwork quality, you learn the recipe. Otherwise, you have learned nothing and destroyed the item.

    Known Recipes:



    Grandma Evelyn’s Hearty Bird Stew
  • While not technically an herbalist tonic, Grandma’s stew has a special long-stewing process that renders down the medicinal properties of some of the tougher mist-slope herbs grown in the Northern Paxitari lands. These Herbs have some compariable varieties in the vallies of Halvilashlan, but they require more of them to equal the potency of the Herbs grown in the High elevations of the Kirsh Mountains.

  • Ingredients Required: $-$$
  • 2-3 large root bulbs of a Balmy Mist Tuber (sub root veg (but more are required to replicate the original ingredients)
  • 1 Crookwind onion (sub other onion varieties)
  • 1 Blasswood bark (no known sub)
  • 2 small upland bird varieties

  • Effect:
  • Minor = 1d4 temp AC Boost for 1 hour after consuming.
  • Moderate = 1d6 temp AC Boost for 1 hour after consuming.
  • Masterwork quality = 1d6 temp AC Boost for 4 hours after consuming.


  • Donn Parr’s Diuretic Tea
  • The use of the tea is self explainable. Speed things up in the bathroom.

  • Ingredients Required: $-$$
  • 1 sprig of Mint
  • 2 berries of the Sableburn variety (known for their sweet citrus scent that attracts bees but produces a dusted coating on the exterior of the berry, known to cause rashes)

  • Effect:
  • Minor = Causes a quick result to alleviate constipation symptoms for a brief period (1-2 hours)
  • Moderate = Regulates constipation symptoms for a longer period (1-2 days)
  • Masterwork quality = Offers immediate regulation of symptoms, and offers a relaxation effect that temporarily haults the effects of injected or consumed poisons for 1d4 hours.


  • Lampshade Berry Tea
  • A tricky concentrate of sharp berry flavor, that has a risk of turning deadly due to the nature of the Berry in question. While the fruit inside the outer casing is sweet and pleasant, the white casing of the berry is toxic to eat and can cause internal damage if consumed in high quantities. Upon Brewing, the choice must be made which of the effects you are aiming for.

  • Ingredients Required: $-$$
  • 4-5 Lampshade berries successfully shucked off the toxic peel/casing.
  • 1 bunch (approx 1/4 cup of dark tea leafs (dried)) (sub for the sharp varieties of bluegrass found in Halvishlan).

  • As a Tea - Effect:
  • Minor = 1d4 boost to a skill check.
  • Moderate = 1d6 boost to a skill check.
  • Masterwork quality = 1d8 boost to a skill check.

  • As a Toxin - Effect:
  • Minor = 1d4 points of poison damage.
  • Moderate = 1d6 points of poison damage.
  • Masterwork quality = 1d8 points of poison damage, AND, the consumer or exposed must make a DC15 constitution save against the toxin or temporarily take the blinded status for 1 hour. Multiple exposures/doses will double the effect up to 3 hours.

  • Ronia's Honey Rosewater Tea
  • A pleasently scented and lightly sweetend tea. Made with quality Rose Petals and artisinal honey.

  • Ingredients Required: $-$$
  • 2oz sweetener (sugar, or honey)
  • 1oz Chrushed dried rose pedals. (Higher quality petals, but can sub for other floral petals.)

  • Healing Effect (rolled by Brewer of Tea, not those drinking):
  • Minor = 1d4 healing
  • Moderate = 1d6 healing
  • Masterwork quality = 1d10 healing

  • Bittsy Morningstar's Pazalian Tea
  • A custom tea recipe from Bittsy - Proprietor of the FairWeather Falcon hotel (bed and breakfast) in the Capital.
  • A sweet yet earthy and roubust flavor with hints of wine; a refreshing finish and deep blue/purple coloring.
  • Crussay oil that separates at the top of the tea. (seems to help cure Hangover due to the Crussay oil)

  • Ingredients Required: $$$
  • 2oz fig pulp (sweetener best used dried sweet earthy fruits)
  • 3oz Dried and crushed Pazalia flower (Harvested from the Pazalia Plant (known dangerious water plant with a large Lilly pad and throned vines that strangle and drown their victims))
  • 1 tsp Crusay Oil (a thin and lucious oil derived from a Crusay nut after being dried, rehydrated with a brine and pressed)

  • Status Effects (rolled by Brewer of Tea, not those drinking):
  • Minor = +1d4 boost to next Charisma check or Save.
  • Moderate = +1d6 boost to next Charisma check or Save. (Also cures the effects of being hung-over)
  • Masterwork quality = 1d10 to next Charisma check or Save. (Also cures 1pt of exhaustion (cannot stack) and effects of being hang-over)


  • Weight: 2lb


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    MissLys00.

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