Urchin of Karse, Ranger, Vampire and Beast Hunter

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 15 [+2] 14 [+2] 11 [+0] 15 [+2] 7 [-2]

10, 15, 13, 10, 14, 6
+1 all Stats
Human, Ranger, Urchin
Size: Medium
Speed: 30
HP: 65 (10 + Con Modifier) [+D10 per Ranger Level +D8 per Rogue level]
Level Proficiency: +3 [Level 8- Ranger 5, Rogue 3].
Saving Throws: Str, Dex.
Exp: 45,330 [Next 9 at 48,000]
AC: 17/19 w/ shield

Traits and Features:

  • City of Secrets: When not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally be.
  • Natural Explorer: Int or Wis checks in swamps on proficient skills have doubled proficiency. While traveling in your favored terrain gain the following benefits: difficult terrain does not slow the party, Always alert to danger(can't be surprised), When travelling alone can stealth at normal pace, When foraging find twice as much food, While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • Archery: +2 bonus to attack rolls you make with ranged weapons.
  • Colossus Slayer: Once per turn creature that you hit with attack takes an extra D8 damage if it is not at full health.
  • Primeval awareness: Expend a spell slot and for 1 minute per level spell slot consumed, can sense whether the following types of creatures are present within 1 mile of you (6 miles in swamps): Abberations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead.
  • Sharp Shooter: Attacking at long range doesn't impose disadvantage on attack rolls, 1/2 and 3/4 cover is also ignored. Before an attack is made, choose to take a -5 penalty to hit and if hit +10 damage.
  • Extra Attack: May Attack twice as a single Action.
  • Sneak Attack: May add 2D6 damage once/turn if attack is made against a creature w/ advantage or if another creature is within 5 ft of it.
  • Withering Touch: Unarmed attacks do 2D6+Cha Necrotic damage.


  • Weapons: Simple weapons, Martial weapons.
  • Armour: Light and medium armour, Shields.
  • Tools: Thieves tools, Disguise Kit, Poison Kit.
  • Languages: Common
  • Skills: Acrobatics, Animal Handling, Stealth.
  • Skills (Double proficiency): Sleight of Hand, Survival, Perception.


  • Elven Longbow: A hunter's longbow. Just as capable of taking down foes as it is game.
    • +1 to hit; D8+1; Piercing; Two-Handed
  • Shortsword: A simple shortsword, worn on the back.
    • D6; Piercing
  • Elven Shortsword: Found within the ancient tunnels of the Elves on a dead messenger, ornately carved with vine and leaf filigree.
    • +1 to hit; D6; Piercing
  • Dragonsguard: Ornate black steel breastplate with red and gold dragons embossed, once owned by a hero of the Kingdom in ages long past. Still scorched from where its last owner was killed by a dragon's breath.
    • Magical Breastplate [AC 15+Dex (Max 2); Advantage on saving throws against breath attacks].
    • [Attune]
  • Drow Great-Scimitar: Steel greatsword of a strange curved make with glowing green runes along the blade. It gives off a sickly smell.
    • Greatsword; 2D6+1 Poison damage. Grants user resistance to Poison.
    • [Attune]
  • Elven Wolf Carving: Grey wood carved into the symbol of the hunter.
    • Once per Long Rest give +D8 damage to a single attack after rolling other damage.
  • Backpack (Bedroll, Tinderbox, Lantern, 10x Torches, 10x Days of Rations, Waterskin, 50 ft of Rope, thieves tools, disguise kit)
  • Satchel (20x Silver Arrows, 10x Flaming Arrows [D4 Fire damage, Dex save or catch fire], 5x stakes, silver stake, holy water, 232 regular arrows, Wyvern Poison [Apply to weapon for one hit, Con save or 7D6 poison damage])
  • Ornate Silver Cup of Kings
  • Spider shield, +2 AC (Immune to acid damage)
  • 18 +1 magical arrows

Platinum: 153
Gold: 1187
Electrum: 0
Silver: 2097
Copper: 385
0.1% ownership of silver mine


Known Spells:

  • Cure Wounds:
    • 1st level, V, S.
    • D8+5 wounds back
  • Hunter's Mark:
    • 1st level, V, concentration up to 1 hour.
    • +D6 damage one chosen creature when hit with weapon attack. Advantage on Wisdom (perception and survival) checks to find it. Bonus action to mark new creature on death of old creature.
  • Ensnaring Strike:
    • 1st level, V, concentration up to 1 minute.
    • When creature is hit with weapon attack make DC 13 strength saving throw. On failure target is restrained and D6 piercing damage at the beginning of its turn. Target can take action to repeat the check to free itself.
  • Cordon of Arrows:
    • 2nd Level, V, S, M(four or more arrows or bolts), duration of 1 hour.
    • Plant 4 pieces of nonmagical ammunition in the ground. Whenever a creature comes within 30 ft of the ammunition during its turn or ends its turn within range it must make DC13 dex saving throw or take D6 piercing damage. Can designate creatures to ignore.
  • Detect Magic:
    • 1st Level, Ritual, Self, V, S, concentration up to 10 minutes.
    • For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    • The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Meld Into Stone:
    • 3rd Level, Action, Touch, VS, Duration of 8 hours.
    • You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Ranger List:

  • 1st Level
    • Alarm
    • Animal Friendship
    • Cure Wounds
    • Detect Magic
    • Detect Poison and Disease
    • Ensnaring Snake
    • Fog Cloud
    • Goodberry
    • Hail of Thorns
    • Hunter's Mark
    • Jump
    • Longstride
    • Speak with Animals
  • 2nd Level
    • Animal Messenger
    • Barkskin
    • Beast Sense
    • Cordon of Arrows
    • Darkvision
    • Find Traps
    • Lesser Restoration
    • Locate Animals or Plants
    • Locate Object
    • Pass Without trace
    • Protection from Poison
    • Silence
    • Spike Growth


Trevor: Mouse
Strength Dexterity Constitution Intelligence Wisdom Charisma
1 [-4] 13 [+1] 10 [+0] 2 [-4] 15 [+2] 2 [-4]

AC: 19 (10+8 [Size]+1 Dex)
HP: 1
Speed: 15ft (climb at full speed).
Passive Perception: 10

  • Attacks: Bite: +9 to hit [enemy size +8 +1 Dex]; Dam 1; Piercing
  • Traits: Low-Light Vision, Scent, Advantage on Stealth checks.

Personality: I don't like to bathe
Ideals: I'm going to prove that I'm worthy of a better life
I escaped my life of poverty by robbing and important person, and I'm wanted for it
Flaws: It's not stealing if I need it more than someone else

Pierce was one of the many young children with no history who lived in the slums of Carse. Growing up around the swampy outer districts, Pierce learnt to get by through petty theft, and when that was unsuccessful hunting small animals, such as frogs and fish in the mangroves. When bow made its way into the group through chance, Pierce was chosen to wield it as he was the most skilled at hunting, and to his surprise, his skill quickly grew. With his newfound abilities he was able to do away with stealing as a means for food and started relying solely on his hunting prowess to provide not only for himself, but for his den as well. So good were his abilities that the den decided to borrow money so that they could enter a local archery competition, in the hopes to earn some money for themselves legally. However the competition was strong, and Pierce was unaccustomed to the stresses of a competition, and he did not win. The man they borrowed money off was surprisingly understanding, and offered the den the chance to work the money off. Pierce was given a poison tipped arrow, and entrusted with the job of assassinating a young noble. Pierce didn't like the idea, but a noble's death in return for the safety of his den was enough motivation.
The job was successful, and after ensuring that the debt was paid Pierce was told to leave this place, in case the murder was traced back to him or anyone he cared about. Pierce started a new life of that point, a new life of solitude, his bow as his only companion.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License