Brend Ivvre
A guide and part-time hunter, Brend is easygoing with the world around him. For the most part, he is positive and always finds something happy in what he does. Brend has had the privilege of leading around everyone from his village chief to genuine nobles (or so he says at least) around the local forests and area. He is an honest believer in Reliona and always wears a necklace with her sword symbol around his neck. However, he has had problems lately when he was found hunting illegally in a nobleman's forest a weak before he was called to the capital. Even if he escaped punishment, it could cost him dearly in the future. He is in Astria with his friend Treviur because they were called to be soldiers in the army, but were written off the list once they arrived.
Physical Description
General Physical Condition
Nimble and precise, Brend is quick and can hit plenty of targets in one go. His shoulder strength remains to be needed, however, as he is more likely to fetch smaller prey since he is not the strongest man in the village. He has a remarkable ability to stay silent almost everywhere.
Mental characteristics
Personal history
Brend was too young to remember where he was from to being with. Neither his father nor mother has told him. He knows that when he was five he and his family moved to Coulbert, a small Nilaminran village east of the great capital of Astria. Young and foreign, he did not get along with the other kids around him, to begin with. This, combined with other quirks like his happy-go-lucky style and a big "funny bone", made him a troublemaker for many in the village, most notably Treviur and his family. After several times where his father and Treviur's had fought due to his pranks and troublesome activities, Brend and Treviur became friends, or at least not as unfriendly as their fathers were.
You know your terrain well enough to always have a favourable advantage, have advantage to all rolls related to your favoured terrain (if any) or choose one of the following for the same benefits: Forest, Savanah, Plains/Medoves, Jungle or Rural. This advantage can range from finding food (Survival), finding what animals are in the area (Animal handling or survival), finding good footing to remain silent (Stealth) or understand the terrain so that you find the best way forward (Nature). At level 16 you can elect to select a second favoured terrain, at the GM:s discretion of course. Hunter
Background
Human (Nilaminran Origin)
Race / Species / Heritage
Chaotic Good
Alignment
saving throws
skills
Skills
Attacks
Features & Traits
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages & Proficiencies
Notes
™ & © 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.
Brend grew up to be quite handsome and had several admirers, and ex-lovers, during his younger days. This did not stop him from taking on what his father had been for some time, a hunter and spend several days, and at times weeks, from the village. This also saved him and the fellow hunters from the Red Malice Outbreak, which killed his mother. This broke his father, who became a stubborn, pig-headed home layer, while Brend sought Reliona, the Goddess of War.
Still, some old parts remain in Brend. His hunting and challenging tendencies bring him at times into places where he should not be. Poaching from better hunting grounds is one of many things Brend have done, and have mostly gotten away with it. His old troublemaking past might have had some attachments to him after all.
Character Sheet
Brend Ivvre
3 Level (900/2700 XP for level-up)Hunter
In the wilds, there are many ways to survive but many find that hunting remains a base need for that survival. Hunters are those who dedicate their lives to hunt the prey for their meat and leather most of the time. Some are price-collecting hunters, finding rare beasts to make trophies or gain what wealthy material the creature can give. Whatever hunter they are, they know their terrains, their prey and how to take them down.
Skill Proficiencies Any two: Nature, Insight, Athletics or Stealth
Languages Common (or other native tounge)
Equipment Any one of: Shortbow or Longbow
Dagger
Tinderbox
Dagger
Tinderbox
Lifestyle Meager to good
Features
Hunters knowledge
You know your terrain well enough to always have a favourable advantage, have advantage to all rolls related to your favoured terrain (if any) or choose one of the following for the same benefits: Forest, Savanah, Plains/Medoves, Jungle or Rural. This advantage can range from finding food (Survival), finding what animals are in the area (Animal handling or survival), finding good footing to remain silent (Stealth) or understand the terrain so that you find the best way forward (Nature). At level 16 you can elect to select a second favoured terrain, at the GM:s discretion of course.
Ranger - Hunter
Level 3
Hit Dice: 3/3
1d+2 Class 1
Level 3
Hit Dice: 3/3
1d+2 Class 1
STR
9
9
-1
DEX
16
16
+3
CON
14
14
+2
INT
11
11
+0
WIS
16
16
+3
CHA
14
14
+2
28
Hit Points
Hit Points
+3
Initiative (DEX)
Initiative (DEX)
14
Armor Class (AC)
Armor Class (AC)
+2
Prof. Bonus
Prof. Bonus
30/60
Speed (walk/run/fly)
Speed (walk/run/fly)
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+0 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+1 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT |
+3 | Medicine | WIS | |
+2 | Nature | INT | |
+5 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+0 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +1 | STR | 1d4+3-1 | Piercing | |
Simple, Finesse, Light, Thrown, Range (20/60) | |||||
Hand Axe | +1 | STR | 1d6-1-1 | Slashing | |
Simple, Light, Thrown, Range (20/60) | |||||
Longbow | +5 | DEX | 1d8+3+3 | Piercing | |
Unarmed Strike | -1 | STR | 1-1 |
Natural Explorer
(Player's Handbook, pg. 91)
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While travelling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest
You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions.
Fighting Style
(PHB, pg. 91)
You adopt a particular style of fighting as your specialty.
Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
(PHB, pg. 91)
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).
Ranger Archetype
(PHB, pg. 92)
Hunter
Primeval Awareness
(PHB, pg. 92)
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
Hunter’s Prey
(PHB, pg. 93)
You gain an additional attack feature.
Colossus Slayer
Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum.
Colossus Slayer: (No Action)
(Player's Handbook, pg. 91)
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While travelling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest
You are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions.
Fighting Style
(PHB, pg. 91)
You adopt a particular style of fighting as your specialty.
Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting
(PHB, pg. 91)
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).
Ranger Archetype
(PHB, pg. 92)
Hunter
Primeval Awareness
(PHB, pg. 92)
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
Hunter’s Prey
(PHB, pg. 93)
You gain an additional attack feature.
Colossus Slayer
Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum.
Colossus Slayer: (No Action)
Features & Traits
Dagger
Hand Axe
Longbow,
20 Arrows (in quiver),
Leather Armour,
Backpack,
Bedroll,
Mess kit,
Two days of food,
Tinderbox,
Waterskin,
1 Silver (1 Dimen)
Hand Axe
Longbow,
20 Arrows (in quiver),
Leather Armour,
Backpack,
Bedroll,
Mess kit,
Two days of food,
Tinderbox,
Waterskin,
1 Silver (1 Dimen)
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armour: Light Armour, Medium Armour, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: None
Languages: Nilaminran, Lavi (Common)
Weapons: Martial Weapons, Simple Weapons
Tools: None
Languages: Nilaminran, Lavi (Common)
Languages & Proficiencies
Can only read Nilaminran
Notes
™ & © 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.
Species:
Human
Sex:
Male
Origin:
Nilaminran (+1 Charisma and Wisdom), Coulbert.
Age:
34
Alignment:
Chaotic Good
Human
Sex:
Male
Origin:
Nilaminran (+1 Charisma and Wisdom), Coulbert.
Age:
34
Alignment:
Chaotic Good
Children
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