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Azrael.

4 Level (0/6500 XP for level-up) Wastelands (Historian) Background Tiefling (Variant) Race / Species / Heritage Chaotic Evil Alignment
Ranger
Level 4
Hit Dice: 4/4
1d10+0 Class 1

STR
16
+3
DEX
11
+0
CON
11
+0
INT
11
+0
WIS
16
+3
CHA
14
+2
40
Hit Points
+0
Initiative (DEX)
19
Armor Class (AC)
+2
Prof. Bonus
40 walk, 40 fly
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+2 Dexterity
+0 Constitution
+0 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+2 Deception CHA
+4 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
+5 OKE STR
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


  • Natural Explorer: While traveling for an hour or more in your favored terrain (FOREST), you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

  • Primeval Awareness: Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to
    beasts and to the land around you. 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.

  • Favored Enemy: Undead: 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.

  • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.

  • Hellish Resistance. You have resistance to fire damage.

  • Winged. You have feathered wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.

  • Fighting Class: Archery -> +2 bonus to attack rolls you make with ranged weapons.

  • Poisoner - Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage.

  • Feat (lv 4): Ritual Caster: Ritual Book with two 1st level ritual spells & can later add on other ritual spells.



Features & Traits
Armor & Weapons
  • Scale Mail (Medium + Stealth Disadvantage = 14)

  • Splint Armor (Heavy+ Stealth Disadvantage = 17)

  • Silver Ring with a pearl (prob cursed)

  • two melee weapons (dagger and pike)

  • A Tabaxi's Axe

  • Bamboo Trident (Spellcasting Focus)

  • A longbow and a quiver of hundreds of arrows

  • Silvermist Helmet: This helm has 3 charges which recharge every long rest. While wearing it, you can use a bonus action and expend 1 charge to be briefly surrounded by silvery mist, you Teleport up to 30 feet to an unoccupied space that you can see. The Helm regains 1d3 expended Charges daily at dusk.

  • Black Cat's Ear: A cursed quiver with nine "lives" or arrows. As an action, the owner can expend a life to shoot an arrow and chooses one creature as a target. Once activated, the owner and the target make an opposed Wisdom saving throw. If the owner wins, the target takes slashing, fire, and necrotic damage equal to Xd8 + owner's WIS modifier for each damage source (X = owner's character level the target also suffers disadvantage on attack rolls for 1d4+1 rounds. If the target wins, the owner takes Xd4 necrotic damage and becomes Stunned until after the end of their next turn. After each activation, the owner gains 1 level of Exhaustion. If a creature is killed by the arrow, the quiver gains one additional life/arrow (capped at 9 at a time, max of 4 total recharges) as it absorbs the dead soul.


  • Poison Related

    • poisoners kit - A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

    • Vial of Letht Water & Vial of Dream sea from the Femme/Dream Dimension

    • Vial of Blood (Unknown)

    • Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded

    • Oil of Slipperiness: This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 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 a freedom of movement spell for 8 hours --- Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

    • Poison Antidote chapstick

    • poison (simple)

    • Truth Serum x1


    Other

    • 174 hectocubits*

    • 583.33 gold pieces
    • explorer’s pack

    • Black Scarf

    • bamboo Stalks

    • 4 Bundles of Wooden logs
    • Email with instructions about how to summon Antonia


    --------------------------------------------------------------------------------------------
    Ritual Book
    • Unseen Servant: Casting Time: 1 action | Range: 60 feet | Components: V, S, M (a piece of string and a bit of wood) | Duration: 1 hour
    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. ---- If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    • Ceremony:
    Casting Time: 1 hour | Range: Touch |Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) | Duration: Instantaneous (see below)

    You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

    Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

    Bless Water. You touch one vial of water and cause it to become holy water.

    Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

    Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

    Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

    Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

    Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.














    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 583, Platinum: 0 Money
    Enraging Strike
    Casting Time: 1 bonus action | Range: Self | Components: V | Duration: Concentration, up to 1 minute
  • The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
  • While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
  • At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

  • Cure Wounds
    Casting Time: 1 action | Range: Touch |Components: V, S | Duration: Instantaneous
  • A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

  • Zephyr Strike
    Casting Time: 1 bonus action | Range: Self | Components: V | Duration: Concentration, up to 1 minute

  • You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.
  • Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

  • --------------------------------------------------------------
    Prestidigitation
    cantrip transmutation

    Casting Time: 1 action | Range: 10 feet | Target: See text | Components: V S |Duration: Up to 1 hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    You instantaneously light or snuff out a candle, a torch, or a small campfire.
    You instantaneously clean or soil an object no larger than 1 cubic foot.
    You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Spellcasting
    Languages. You can speak, read, and write Common and Infernal.

    Aware of name of hellish plain and its dimensions

    Languages & Proficiencies

    • Small dog with a green babushka and pink snow jacket and orange shopping basket.

    • AC: 15 | HP: 5 | Speed: 40 ft | Skills: Perception (+3) | Senses: Passive Perception (13) & Skill: Understands Simple Commands | STR 10 | DEX14 (+2) | CON 14 (+2) | INT 3 (-4) | WIS 12 (+1) | CHA 7 (-2) |Challenge: 0 (0 or 10 XP)+ Keen Hearing and Smell: The dog has advantage on wisdom (perception) check that rely on hearing and smell.+ Actions: Bite - Melee Weapon Attack: +4 to hit | reach 5ft+ |One target| Hit: 1 Piercing damage


    • Deep Stalker Conclave - Underdark Scout

    • At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its dark vision.


    • Expired Faery Favor. Group 11 has collectively received a single Favor that they can ask the Faeries for at any time. They must agree upon it as a group.



    • Fame. Your characters are now known throughout the material plane and have access to things that they would not have had before. This will play out in many ways during sessions to come.

    • Blood hunter: practitioners of the art of hemocraft, a branch of arcane blood magic relegated to dark suspicion and taboo. To become a blood hunter, one must survive a blood ritual and be taught old rites by other blood hunters who are usually secreted away in some forgotten corner of the world.

    • The Order of the Lycan is a proud group of blood hunters who undergo “the Taming” — the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.



    Bonds
    none.

    Flaws
    Job publishing research 4 hexacubits/paper

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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