Dolgrim FrostbartRace: Dwarf (hill dwarf)
Class: Ranger 5
Languages: Dwarvish, Common, Giant
Background: Outlander
Age: 62
Size: Medium
Speed: 25 ft.
Alignment: chaotic good
Organization: Emerald Enclave
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STR 18 (+2 lvl 4)
DEX 14
CON 14
INT 10
WIS 14
CHA 8
HP: (10+4x6+5x2)
AC: 18 (breat plate (14+2 Dex (max 2), +2 Shield)
Melee: +7/+7 Battleaxe 1d8+4 +2 (slashing, versatile 1d10)
Ranged: +7 Handaxe 1d6+4 (light, throwing 20ft / 60 ft. disadv.)
oder Longbow +5 (1d8+2, 150 ft. / 600 ft. disadv)
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Proficiencies:[Proficiency Bonus: +3]
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields
Tools: mason’s tools (dwarf), musical instrument (horn, background)
Saving Throws: Strength, Dexterity
Skills: 3 class, 2 background (15 Punkte)
Attribute | Skill | Value | Ranks |
Strength | Athletics | +4 | |
Dexterity | Acrobatics | +2 | |
| Sleight of Hand | | |
| Stealth | +5 | 3 |
Intelligence | Arcana | | |
| History | | |
| Investigation | | |
| Nature | +4 | 4 |
| Religion | | |
Wisdom | Animal Handling | +3 | 1 |
| Insight | | |
| Medicine | +3 | 1 |
| Perception | +5 | 3 |
| Survival | +5 | 3 |
Charisma | Deception | | |
| Intimidation | | |
| Performance | | |
| Persuasion | | |
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Race Abilities:Darkvision (See in dim light within 60 feet of you as if it were bright light, in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray)
Dwarven Resilience (advantage on saving throws against poison, resistance against poison damage
Dwarven Combat Training (proficiency with the battleaxe, handaxe, throwing hammer, and warhammer)
Stonecunning (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)
Class Abilities:Favored Enemy (Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. learn one language of your choice that is spoken by your favored enemies).
Lvl 1: giantsNatural Explorer (proficiency bonus x2 for skills (Intelligence or Wisdom) related to favored terrain; While traveling for an hour or more in your favored terrain, you gain the following benefits: difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, when engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, when traveling alone, you can move stealthily at a normal pace, while tracking other creatures, you learn their exact number, their sizes, and how long ago they passed through the area).
Lvl 1: mountainsFighting Style Dueling (when wielding a melee weapon in one hand and no other weapons gain +2 bonus to damage rolls with that weapon)
SpellcastingSpell save DC = 13 (8+proficiency bonus+Wis mod)
Spell attack modifier + 5 (proficiency bonus + Wis mod)
Spells Known 4 (1st:
Cure Wounds, Hunter's Mark, Goodberry; 2nd:
Silence)
Spell slots1st ☐☐☐☐
2st ☐☐
Ranger Archetype Hunter
Hunter’s Prey: Giant Killer (when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature)
Primeval Awareness (use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level o f the spell slot you expend, you can sense whether the following
types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’
location or number.
Extra Attack (can attack twice, instead of once, whenever you take the Attack action on your turn)
Background Ability:Wanderer (Anzeigen) You have an excellent memory for maps and geography, and you can always recall the general layout o f terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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Kriegspony
Gear: Hunting trap (25 lb.), trophy from an animal you killed, set of traveler’s clothes (4 lb.), belt pouch,
Explorer’s Pack: backpack (5 lb.), bedroll (7 lb.), mess kit (1 lb.), tinderbox (1 lb.), 10 torches (10x 1 lb.), 10 days of rations (10x2 lb.), waterskin (5 lb.). The pack also has 50 feet of hempen rope (10 lb.) strapped to the side of it.
Battleaxe (4 lb.), 2 Handäxte (ja 2 lb.), Schild (6 lb.), Longbow (2 lb.), Quiver + 20 arrows (1 lb.)
Boots of Winterlands (While wearing: resistance to cold damage, ignore difficult terrain created by ice or snow, tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit)
Wealth: 900 - 410 - 72 (Waffen) - 10 - 50 Pony+ Sattel
Carrying Capacity: XX von XX lb.
Background (Anzeigen)Dolgrim Frostbart entstammt dem Clan der Frostbarts, die seit Generationen in der Zitadelle Adbar in den Silbermarken leben. In seinem Clan gibt es einen Zweig, der es sich zur Aufgabe gemacht hat, nicht nur die Herren unter der Erde zu sein, sondern auch das Land an der Oberfläche zu beherrschen. Und so gibt es eine kleine Gruppe von Zwergen, die regelmäßig außerhalb der Zitadelle das Land durchwandern und in erster Linie die Orks und Monster aus dem Gebirge in Schach zu halten versuchen. Zu diesen Zwergen gehört auch Dolgrim. Einige dieser Zwerge stehen in losen Kontakt mit der Smaragdenklave und berichten über die Aktivitäten der Orks, die für die Region die größte Bedrohung darstellen.
Für diesen Auftrag wurde er ausgewählt, weil er als Jäger und Fährtenleser oft in der Region unterwegs ist.
Appearance (Anzeigen) Dolgrim gehört in seinem Volk nicht zu den klein gewachsenen (mit ca. 1,45 m). Er trägt einen langen Bart, einfache und praktische Kleidung und ist meist mit mindestens einer Axt unterwegs. Im Unterschied zu vielen der Zwergenkrieger legt er aber weniger Wert auf seine Kleidung und Verzierung der Ausrüstung. Da er oft lange außerhalb seiner Heimatstadt unterwegs ist, liegt ihm weniger am akkurat geflochtenen Bart oder einem polierten Schild. Die Gebirgsläufer seines Volkes werden daher oft schief von einigen Zwergen angeschaut. Aber das stört ihn und die anderen nicht. Sonst ist er ein relativ normaler Zwerg.