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Tiff Vyncent

Tiff Vyncent

Half-Elf Race
Origin
Ranger (Gloomstalker) 4 Class & Level
Lawful Good Alignment
Deity
The Blank Cloaks Faction
Guard Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 20
+5
constitution 12
+1
intelligence 11
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+1
+0 proficiency bonus
+2 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+4 Deception
+0 History
+3 Insight
+2 Intimidation
+0 Investigation
+5 Martial
+3 Medicine
+0 Nature
+5 Perception
+2 Performance
+4 Persuasion
+0 Religion
+5 Sleight of Hands
+7 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
32
Hit Points
+8
Initiative
30
Speed
WeaponAttackDamage
Hand Crossbow (30/120) 1d20+5+2+2 1d6+5 Piercing
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Martial, Perception, Survival, Stealth, Deception, Persuasion
Languages: Common, Elven, Orc, Goblin
Advantage in Initiative checks
Proficiences
Level 1: Goodberry, Fog Cloud, Zephyr Strike
Spellcasting
2x Hand Crossbow
Quiver of bolts
Short Sword
Studded Leather Armor
Equipment
The Blank Cloaks
Faction
Feats
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.



Favored Enemy (Humanoids) (Ranger 1)
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 (Ranger 1)
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.



Fighting Style (Ranger 2)

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



Primeval Awareness (Ranger 3)
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.

Dread Ambusher (Gloomstalker 3)
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight (Gloomstalker 3)
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Class/Racial Features & Traits

An eager novice ranger of the Blank Cloaks.

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