Half Orc Sex:
Ranger(Unearthed Arcana variant) Lv:
14/15 Prof. Bonus:
The Drowned God
Str: 16 (+3)
Dex: 10 (+0)
Con: 16 (+3)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 11 (+0)
Armor: Light armor, Medium armor, Shields
Weapons: Simple Weapons, Martial weapons
Tools: Navigators tools, vehicles (water)
Saving Throws: Strength, Dexterity
Languages: Common, OrcRacial Features:
Menacing: Gain intimidation skill
Relentless Endurance: When dropped to 0 hp but not killed, you can drop to 1 hp instead. Usable 1x/ short or long rest.
Savage Attacks: When you score a critical hit with a melee weapon, you can roll one of the weapons dice an extra time and add it to the damage.Feats:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed
melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when
you would normally be able to draw or stow only one.Background Feature:
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.Class Features:
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 14List of chosen maneuvers: Disarming Attack
. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Menacing Attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened o f you until the end of your next turn.Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).Ranger Archetype (Hunter)Horde Breaker.
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.Equipment:
Iron spikes (10), Chalk (4), candles (2), fishing tackle, grappling hook, manacles(2), sack (3), waterskin (ale) , 50ft silk rope
Riding horse (saddle, saddlebags, bit and bridle.)
Breastplate (ac 14)
+1 Silver Warhammer: Att bonus: +7 Damage: 1d8+4/1d10+4
Battleaxe: Att bonus: +6 Damage: 1d8+3/1d10+3
Crossbow,hand Att bonus: +3 Damage: 1d8
Cloak of the Manta Ray: Water breathing and swim speed of 60ft.
Gold: 200 Silver: 192 Copper: 51