Cazder

Cazder

An orphan of Dolten in the capital city of Witchtown, raised to be a ward serving under a cruel Witch. Escaped into the night on the eve of his 20th birthday, wanting no more of his "Mothers" experiments.

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Alignment
Lawful Neutral
Age
23
Birthplace
WitchTown
Children
Current Residence
Watch Wall
Gender
Male
Eyes
Yellow Gold
Hair
Black/Autumn Brown/Red/White
Skin Tone/Pigmentation
Pale
Height
6'0"
Weight
200lbs

Cazder

Variant Human Race
Dolten Origin
(Hunter) Ranger 5 Class & Level
Lawful Neutral Alignment
The Seven Deity
Member of The Watch Wall Faction
Member Rank/Position
5 Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 15
+2
intelligence 11
+0
wisdom 15
+2
charisma 10
+0
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+4 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+0 Arcana
+1 Athletics
+0 Deception
+0 History
+2 Insight
+0 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+8 Stealth
+5 Survival
skills

 
10
MV
1
Prestige
1
Attunement Slots
19
Armor Class
49
Hit Points
+5
Initiative
30
Speed
Silvered Rapier 1d20+8 1d8+5
Shortsword 1d20+8 1d6+5
Shortsword offhand 1d20+8 1d6
Longbow 1d20+10 1d8+5
Anointed Heavy Crossbow 1d20+10 1d10+5 +1 if evil / +2 if evil outsider
+1 Hand Crossbow 1d20+11 1d6+6
Attacks
-Investigation (Int)
-Perception (Wis)
-Stealth (Dex)
-Survival (Wis)

●Saving Throws: Strength, Dexterity

●Armor: Light armor, medium armor, shields

●Weapons: Simple weapons, martial weapons

●Tool Proficiency
-Mason's Tools
-Potter's Tools
-Brewer Supplies

Proficiences
Hunters Mark 1st Level

Hunters Mark

1st-level divination

Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 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.


Zephyr Strike 1st Level

Zephyr Strike

1st-level transmutation

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.


Hail of Thorns 1st Level

Hail of Thorns

1st-level conjuration

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).


Pass Without Trace 2nd Level

Pass Without Trace

2nd-level abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 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.

Spellcasting
Equipment

-Scale Mail (AC 14+ Dex Modifier)
-Anointed Crossbow
-Quiver of 20 Bolts
-Longbow
-Quiver of 20 Arrows
-Silvered Rapier
-2 Shortswords
-Shield
-Hooded Lantern


Attunement Slot

-Amulet of the Fallen Watchman
T1 Prestige 2 Mission Reward Item
Wondrous (necklace) - Minor Rare (1,500gp) - Attunement

A keepsake of a man who stood to protect his country, but in the end was corrupted and forced to fight against it.

Your Wisdom score increases by 1, up to a maximum equal to your score cap.

Cooling presence. This amulet reduces fire damage by 2

Watchman’s protection. As a bonus action, you call upon the magic in the amulet to grant you 1d4+1 temporary hit points. You can use this ability twice, regaining all uses after finishing a long rest.

This item is Glorybound to Level 3+


Attunement Slot (Active)

-Bolt Thrower
Tier 3 Prestige 3 Mission Reward
+1 Hand Crossbow - Major Rare - Attunement

A prototype watch wall crossbow that has since become infected with fey magics

Your Dexterity is increased by 2, up to the maximum equal to your ability score cap.

No Look At Me. As a reaction to an ally within 30 feet becoming charmed. You can make a ranged attack at the target. On a hit, they are no longer charmed. You can use this ability once, regaining its use after finishing a long rest.

Lights Out. As a reaction to hitting a ranged attack with this weapon, you can force the target to make a DC 14 Charisma saving throw or become incapacitated until the end of their next turn. You can use this ability twice, regaining all uses after finishing a long rest.

Anti-Fey Bolts. As a bonus action, you can empower all attacks with this weapon for one minute. This weapon deals an additional 1d6 radiant damage on a hit. If the target is a fey creature the damage is increased to 1d8. You can use this ability once, regaining its use after finishing a short or long rest.

This item is Glorybound


Consumables

-6470 Gold
-3 Healing Potions in Bandolier
-3 Greater Healing Potions in Bandolier
-0 Crafting Tokens
-2 Healing Potions in Satchel
-1 Antitoxin


Dungeoneer’s pack

-Backpack
-Crowbar
-Hammer, 10 pitons
-10 torches, a tinderbox
-10 days of rations, and a waterskin
-50 feet of hempen rope


Clothing

-Tabard
-Ivory Circlet
-Set of traveler's clothes
-Dolten's Nobles Suit
-Ordean's Nobles Dress (With Desha)


Miscellaneous

-Potter's Tools
-Mason's Tools
-Brewer Supplies
-2 Bandoliers
-Tooth of Crater Cracker (Trophy)
-Small, Silver Crescent Moon Pendant (Jewelry/RP Event)
-1ft Big Dapper looking Panda (Toy/RP Event) (With Desha)
-Wolfdeer Pup Plushie (Toy/RP Event) (With Desha)
-Small plush bear with a clown nose (Toy/RP Event) (With Desha)
-Grass Finger Trap (Toy/RP Event)
-Giant and comically Large Noble's Hat adorned with fake gems (Toy/RP Event) (With Desha)

Equipment
Member of The Watch Wall
Faction
Mad Man
Stat Array
● 17 Passive Perception
● 15 Passive Investigation

Languages

● Common (Leaf Dialect))
● Elvish (Imperial Dialect)
● Orclin (Waste Dialect)


Natural Explorer

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.


● Favored Enemy -(Humanoid)
-Favored enemy +2 to Dmg
*Martial, Survival, Intelligence Checks on them are at ADV

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.


◉ Ranger: Hunter Conclave
-Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

●Colossus Slayer
-At 3rd level, Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

●Extra Attack
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

● +3 bonus to saving throws vs. Fear effects.

● +2 bonus to passive perception and passive investigation due to sub-origin (Ward of Witch town)

● Cannot benefit from allies performing the help action.

● Attribute Cap Increase: +2 Dexterity ( Cap not level )

●Feat / Medium Armor Master
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks/ When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Hail from Hardened Steel Fighting Style

You ignore the loading property.

While wearing a shield, you can wield and load any crossbow with a single hand.

Additionally, when you deal damage with an attack using a crossbow against a creature within 15 feet of you, that creature must make a Strength saving throw with a DC equal to 8 + Your Proficiency Bonus + Your Strength or Dexterity modifier (your choice), or be pushed back 10 feet away from you in a straight line.


●Archery Fighting Style
-You gain a +2 bonus to attack rolls you make with ranged weapons.


Class/Racial Features & Traits

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