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omegoku

Playing in Tomb of Annihalation Character Thread

 

image.png.09424d3b56e477a20e3654c766ca03d9.png

Morgan Frostbear - Dwarf Gloom Stalker 6


HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2

Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 

Statistics | Magic Items | Skills | Favoured Foe: 2d6/3d6

Abilities

Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage.

Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Favoured Foe When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  

Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception)
You can also speak, read, and write two additional languages of your choice.

Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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

Spellcasting You regain all  expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of
ranger spells you know.

Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Spells

Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self
Lv2 Spells:  Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense

 


Descriptive words.

 

 

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/26411

Char Sheet : https://og.myth-weavers.com/sheet.html#id=949702

omegoku

omegoku

Playing in Tomb of Annihalation Character Thread

 

image.png.09424d3b56e477a20e3654c766ca03d9.png

Morgan Frostbear - Dwarf Gloom Stalker 6


HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2

Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 

Statistics | Magic Items | Skills | Favoured Foe: 2d6/3d6

Abilities

Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage.

Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Favoured Foe When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  

Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception)
You can also speak, read, and write two additional languages of your choice.

Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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

Spellcasting You regain all  expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of
ranger spells you know.

Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Spells

Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self
Lv2 Spells:  Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense

 


Descriptive words.

 

 

 

AL Sheet: https://www.adventurersleaguelog.com/users/7288/characters/26411

Char Sheet : https://og.myth-weavers.com/sheet.html#id=949702

omegoku

omegoku

Playing in Tomb of Annihalation Character Thread

 

image.png.09424d3b56e477a20e3654c766ca03d9.png

Morgan Frostbear - Dwarf Gloom Stalker 6


HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2

Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 

Statistics | Magic Items | Skills | Favoured Foe: 2d6/3d6

Abilities

Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage.

Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Favoured Foe When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  

Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception)
You can also speak, read, and write two additional languages of your choice.

Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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

Spellcasting You regain all  expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of
ranger spells you know.

Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Spells

Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self
Lv2 Spells:  Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense

 


Descriptive words.

"Talky words."

Thinky words.

 

 

 

omegoku

omegoku

Playing in Tomb of Annihalation Character Thread

 

image.png.09424d3b56e477a20e3654c766ca03d9.png

Morgan Frostbear - Dwarf Gloom Stalker 6


HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2

Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 

Statistics | Magic Items | Skills | Favoured Foe: 2d6/3d6

Abilities

Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage.

Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Favoured Foe When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  

Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception)
You can also speak, read, and write two additional languages of your choice.

Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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

Spellcasting You regain all  expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of
ranger spells you know.

Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Spells

Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self
Lv2 Spells:  Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense

 


Descriptive words.

"Talky words."

Thinky words.

 

 

 

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