Hammingburg Militia

The Hammingburg militia and town guard are an interesting lot of disparate folks, who all come together in such an organized and efficient manor that they have improved the quality of the Haimshanders by degrees of magnitude.   The project of a Kingdoms General who retired out "to the sticks", the militia folk are much more disciplined and effective than one would think at first glance.
Originally a force of volunteers, five years ago the positions became paying ones, as the Guardsfolk were so effective. They had become a necessary part of life out in the frontier, protectors of those who simply are not warriors. A simple farmer should not be expected to fight off a Flight of Kobolds, for instance. They have become quite fraternal, holding secret rituals during promotions, etc., but people are willing to put up with this because the militia is so darn effective.   They are brilliant horsefolk, able to fight from horseback, directing their mounts with their knees and shouted commands. In fact, their ability to shoot their crossbows while they are mounted has given them the edge in most of their combat engagements, and their strictly disiplined drills and practice battles prepared them for the worst, whenever that may happen. They follow a strict military chain of command.   They are, also, woodsfolk, at heart. They are quite at home out here in the forest, and adept at moving long distances very quietly, heavily armored though they be. It also means that if supply lines are cut off, for instance, they can be sustainably self suffient.

Hammingburg Guard

6 Level (0/23000 XP for level-up) Woodsfolk Background Human Race / Species / Heritage Neutral Good Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+0 Class 1

STR
8
-1
DEX
18
+4
CON
10
+0
INT
12
+1
WIS
18
+4
CHA
10
+0
40
Hit Points
+8
Initiative (DEX)
20
Armor Class (AC)
+3
Prof. Bonus
30/60
Speed (walk/run/fly)
3 / 3
Kenku Recall
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+0 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+7 Acrobatics DEX
+7 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+0 Deception CHA
+1 History INT
+7 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+10 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+7 Stealth DEX
+10 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +9 DEX 1d8+4
Hunting Knife +7 DEX 1d4+4
 Finesse, Light, Thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft
Spare The Dying

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Hunter's Mark
Detect Magic
Speak With Animals
Disguise Self
Cure Wounds

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Enhance Ability
Locate Object
Beast Sense
Rope Trick
Feats:

L1: Point-blank Shooter
L1: (bonus) Craysilt Initiate (Heavy Armor)
L3: Skill Expert
L5: Lucky

Features & Traits

Equipment Copper: 11, Silver: 25, Electrum: 12, Gold: 10, Platinum: 2 Money
Common
Druidic
Elvish

Languages & Proficiencies


™ & © 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.

de Amord

Type
Military, Army Corps
Training Level
Semi-professional
Veterancy Level
Experienced
Demonym
Garda
Related Species
Related Ethnicities

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