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Kindling

8 Level (0/48000 XP for level-up) Scout: +1 Dexterity - Proficiency in the Acrobatics or Stealth skill Background Kenku Race / Species / Heritage True Neutral Alignment
Wild Huntsman Warlock
Level 8
Hit Dice: 8/8
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
9
-1
WIS
18
+4
CHA
10
+0
59
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+2 Constitution
-1 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+7 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+0 Deception CHA
-1 History INT
+4 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+7 Medicine WIS
-1 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+6 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Pact Crossbows +11 WIS 2d6 2d6 Fire/cold
 Light, Dual Wielding, (range 60/120)
Hunter's Mark +7 WIS 1d6+3
Attacks

Spell Book

Subclass Features



Huntsman's Disciple
At 1st level, you gain proficiency in the Survival skill. When you encounter the tracks of a creature, you can use an action to immerse the tracks left by the creature in a 100-foot radius in illusory white light. This effect lasts for one minute. Once you have used this action three times, you cannot do so again until you finish a short or long rest.


Cold Rider
Starting at 1st level, you learn to summon a steed from the Huntsman's stable. You can cast find steed without expending a spell slot. When cast in this way, its casting time is one action, and you can choose to have the steed appear underneath you. While you are mounted on the steed, you can choose to redirect any damage that it would take to yourself. Your steed also gains additional maximum hit points equal to your warlock level. Your steed does not recover hit points whenever you cast the spell again, but does recover all lost hit points whenever you finish a short or long rest. If your steed has been reduced to 0 hit points, it cannot be summoned again using this feature until you finish a long rest. At 6th level, you can re-summon a fallen steed after you finish a short rest.


Black Frost
At 6th level, you can call on your connection to the cold winds to defend you. Whenever you would be targeted by a ranged attack, you can unleash a burst of sharpened ice as a reaction. The ranged attack against you is made with disadvantage. Hostile creatures within 10 feet of you must make a Dexterity saving throw against your warlock spell save DC. If they fail, they are blinded until the start of their next turn and take 1d10 cold damage. Once you use this feature, you cannot do so again until you finish a short or long rest.


class features

Pact of the Blade
PHB p107
[–]
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.


Invocations

Seeker of Prey
Prerequisite: Wild Huntsman patron, Pact of the Chain feature
When you have a harrowing hawk as your familiar, it gains additional maximum hit points equal to your warlock level, and you can communicate telepathically with your hounds and steed from up to ten miles away



Bitterchill Blast
Prerequisite: Wild Huntsman patron, eldritch blast cantrip
You can choose to imbue your eldritch blast with freezing cold as a bonus action. Each beam deals 3d4 cold damage instead of the usual value, and the tracks of any creature you target with this attack glow with a pale light for 1 hour.

Beast Speech



Devil's Sight


Feats

Fighting Initiate:


Fighting Style Archery


Sharpshooter:


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your ranged weapon attacks ignore half cover and three-quarters cover.

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.




Features & Traits
Creep skin Armor


Creep Skin Armor
light armor - attunement
AC: 12 + dex mod + 1/2 wisdom mod
Item Rarity: Uncommon
Effect: Advantage on hiding, Gain bonus action hide twice per longrest
Can be upgraded with monster parts



Redacted


Huntsman Calling +2

Description: Dual Repeating Crossbows that are made out of an adult ice salamanders spine.
2 lb, Symbiotic, Ranged:60/120
Rarity: Soulbound Rare

Ranged: 2d6 [cold/fire]

Elemental Flechettes: You may shoot ice or fire elemental arrows dealing their respective damage types.

Huntsman Call: You may choose to hold your action until your next turn to increase your Weapon Attack using this weapon to deal 3x the damage.

Ice Prison: You may activate as a reaction Tomb of the Levistus on an ally. Additionally if you do not already know the invocation you learn it as a result.

Unorthodox Loading: Your weapon may hold up to 6 Elemental flechettes at a time. Dealing damage to an enemy recovers all ammunition.

Secondary Repeater: You gain access to the [Extra attack] (1) Class Feature.

[Locked] - Sentience - Only you know it's true name and invoking it may awaken the weapon at a risk to yourself.

2 Augment slots - You may find special cores to add into the weapon to add or augment abilities 


Ukn-262
A suit with two arms sticking from the back, can be controlled freely.

Abilities unlocked -
*[Bonus action] Dagger Stab gained*

[When throwing a weapon using UKN-262 you have advantage]




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
Uses Wisdom for spellcasting
Spellcasting
Common, Necril

Languages & Proficiencies
Your beasts enjoy your company, and compete for
your attention.

Kindling loves animals of all kinds, far more than humanoids. He can often be found chittering away at the various creatures, wrestling with wolf pups and the like.

Personality Traits
Hunt

Hunt for Honor

Hunt for sport

Hunt for survival

Chase them down

Feel the chill

Breathe the frost

Live in the moment

Live for the kill


Ideals
Skitter
Skitter- Frost Salamander Youngling, steed gifted by Wild Huntsman pact.


Bonds
Objective Focused

Goal Oriented

One Track mind

Dogged perseverance


Flaws


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal, Somatic
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

TCoE

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

PHB

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Level 2 Spells

PHB

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: 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.

Level 3 Spells

PHB

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 hour
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.
 
CR Creature Name
0 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4 Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2 Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse
1 Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger
2 Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger
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.

PHB

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a shaving of licorice root
Duration: Concentration, 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Level 4 Spells

PHB

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Slef
Components: V, S, M
Materials: a bit of fur from a bloodhound
Duration: Concentration, 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
  The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
  This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

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