Kodi Akor

Children

Kodi Akor

Dragonborn Race
Daborak Origin
Ranger (Revised) 2 Class & Level
Lawfully neutral Alignment
Runethare Deity
Watch Wall Faction
Private Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 15
+2
intelligence 10
+0
wisdom 11
+0
charisma 12
+1
Total Hit Dice 2D10
Hit Die
1d+2
+2 proficiency bonus
+6 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+2 Arcana
+6 Athletics
+1 Deception
+2 History
+0 Insight
+1 Intimidation
+2 Investigation
+2 Martial
+0 Medicine
+0 Nature
+2 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
1
MV
1
Prestige
1
Attunement Slots
16
Armor Class
20
Hit Points
+2
Initiative
30
Speed
Longbow 1d20+6 1d8+2 Piercing
(2) Shortsword 1d20+6 1d6+4 Piercing
Heavy Anointed Crossbow - This crossbow is anointed with holy oils to punish evil. Whenever this weapon would be used to damage an evil creature, it deals 1 point of additional damage to that creature. If the creature is an evil outsider, it deals 2 points of additional damage.
1d20+6 1d10+2 Piercing
Attacks

Languages

Common (Grass), Draconic (Noble), Deep Speech (Undercommon)


Proficiencies


Daborak Origin

  • Skill Prof - Athletics.




Daborakian Noble Sub-Origin

  • Skill Prof - History. Tool Prof - Calligrapher's Supplies




Runethares - Lip Service

  • Skill Prof - Arcana.




Factionless

  • Stealth, Tinker's Tools




Armor

  • Light, Medium, Shields




Weapon

  • Simple, Martial




Class Prof (Ranger)

  • Investigation, Martial, Perception


Tool Proficiencies - Mason's Tools, Potter's Tools
Proficiences
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier


Hunter's 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 transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, 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.
Spellcasting

Equipment:

[Carry Weight (114.5/210lbs)]


Money

2425 GP



Adventuring Gear

Adventuring Gear


  • Explorer's Pack (61.5 lbs)

    • Backpack

    • Rations (1 Day) [x10]

    • Crowbar

    • Hammer

    • Pitons [x10]

    • Torches [x10]

    • Tinderbox

    • Waterskin

    • 50 feet of Hempen Rope

  • Quiver (1 lb)



Weapons and Ammo


  • Shortsword [x2] (2 lbs each)

  • Longbow (2 lbs)

  • 20 Arrows (1 lb)



Armor


  • Scale Mail (45 lbs)

Potion of Greater Healing
Fadesteel War Horn - This horn takes up a hand to be used and may also serve as a bardic instrument. You may blow this horn at the beginning of combat or if you perceive a hidden enemy. If it is blown the perceived hidden enemy is exposed to all allies within 120ft and that creature has disadvantage on initiative checks.

If you blow this horn and combat begins you and all your allies gain a +5 to damage on their first weapon or spell damage roll. This does not stack with other war horns.
One set of traveler's clothes, Potter's Tools, Mason's Tools, tabard, and a satchel containing 2 Potions of Healing.
3 Potions of Healing, Bullseye Lantern, Hourglass.
Ivory Circlet - Seekers from the Wall wear an ivory circlet upon their head to signify their dedication to the wall and their membership to the watch.
1 potion of superior healing
16 crossbot
1 scroll of lesser restoration and 1 pair of knitted toe socks
Equipment
Watch Wall
Faction
The Mad Man
Stat Array

Class Features


Favored Enemy (Revised)

Beginning at 1st lvl, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose one type of favored enemy: (Beasts).

  • You gain +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 and Wisdom (Martial) 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. (Deep Speech (Undercommon))




Natural Explorer (Revised)

At 1st level, whenever you are in natural terrain, whether it be a forest or a natural cave system, it rants 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 get 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 would normally.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed the area.


Traits


Madman Array

15 (Con) / 15 (Dex) / 14 (Wis) / 11 (Str) / 11 (Cha) /10 (Int)




Daborak Origin

  • +1 to Strength




Daborakian Noble Sub-Origin

  • You begin your career with 1 Prestige.




Draconic Ancestry.

  • You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table (Blue). Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. (Lightning)




Breath Weapon.

  • You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. (Lightning)

  • 5 by 30 ft. line (Dex. save)

  • When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

  • After you use your breath weapon, you can't use it again until you complete a short or long rest.




Damage Resistance.

  • You have resistance to the damage type associated with your draconic ancestry. (Lightning)


Fighting Style:
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Class/Racial Features & Traits

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