Class & Level

Gloom Stalker Hunter Lv3

Species

Drow (Dark Elf

Background

Far Traveller

Alignment

______________

Strength

12

+1

Dexterity

18

+4

Constitution

14

+2

Intelligence

10

+0

Wisdom

16

+3

Charisma

8

-1

10

Armour
Class

+7

Initiative
Bonus

30

Movement
Speed

28

Max Health Points

Saving Throws

Strength

+3

Dexterity

+6

Constitution

+2

Intelligence

+0

Wisdom

+3

Charisma

-1

+2

Proficiency
Bonus

WIS

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+4

Animal Handling Wis

+3

Arcana Int

+0

Athletics Str

+1

Deception Cha

-1

History Int

+0

Insight Wis

+5

Intimidation Cha

+1

Investigation Int

+0

Medicine Wis

+3

Nature Int

+0

Perception Wis

+5

Performance Cha

-1

Persuasion Cha

-1

Religion Int

+0

Sleight of Hand Dex

+6

Stealth Dex

+6

Survival Wis

+3

Traits & Gear

Traits

Raised in the militant tribes of the underdark, conditioned for battle, but unlike your kin, you sought a life of freedom. Sadly, the drow have a bad rep on your surface, but the skills hammered into you as a child are always in need.

  • Darkvision: up to 120ft.
  • Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.

Equipment & Money

Shortbow: D20+6 to hit, 1D6+4 damage.

2x Scimitar: D20+6 to hit, 1d6+4 damage.

Padded armour: 12+4AC

 

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Favoured Foe (2 times a day)

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for this combat. Requires concentration. Deal extra 1d4 on attacks against this enemy.

Gloom Stalker

At the start of your first turn of each combat, your speed increases by 10 feet, which lasts until the end of that turn. You can make one additional weapon attack. If that attack hits, the target takes an extra 1d8 damage.

Actions

Abilities that take require an action, bonus action or reaction. 

Main Scimitar

D20+6 to hit, 1d6+4 damage.

Off-hand Scimitar

D20+6 to hit, 1d6+4 damage. (As long as you have both swords out)

Short Bow

D20+6 to hit, 1d6+4 damage. Range up to 60ft. Long-range upto 120ft

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Speak to Animals
Once per day | Casting Time: 1 action | Range: Self |Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Zephyr Strike Lv1

Casting Time: 1 bonus action | Range: Self | Duration: Concentration, 1 minute/whole combat

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.

Cure Wounds

Casting Time: 1 action | Range: Touch

A creature you touch regains a number of hit points equal to 1d8 + 3

Absorb Elements Lv1

Casting Time: 1 reaction, which you take when you take elemental damage |Range: Self | Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.