Double post for my WIP Kobold Ranger. I blatantly stole thinks' layout because it works
Name: Veska
Race: Kobold (+2 DEX, -2 STR)
Class: Lv5 Ranger (Gloom Stalker)
Description
Age: 25
Height: 2'10"
Weight: 33 lbs.
Alignment: Chaotic Good
Background: Criminal
Feature - Criminal Contact: You have a trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to them, even over long distances, via messengers, caravan masters, sailors, etc.
Personality:
Ideal:
Bond: my packmates, who live in and around the sewers
Flaw:
Backstory:
Physical Description: Is a Kobold
STR: 8 ¦
Save: +2 ¦
Athletics +2
DEX: 18 ¦
Save: +7 ¦ Acrobatics / Sleight of Hand +4,
Stealth +7
CON: 15 ¦ Save +2 ¦
INT: 9 ¦ Save -1 ¦ Arcana / History / Investigation / Nature / Religion -1
WIS: 11 ¦ Save +0 ¦
Perception / Survival +3; Animal Handling / Insight / Medicine +0
CHA: 8 ¦ Save -1 ¦
Deception +2; Intimidation / Performance / Persuasion -1
HP: 44/44Hp
AC: 16 (12 studded leather + 4 DEX)
Speed: 30ft
Languages: Common, Draconic, Halfling
Armour Proficiencies: Light, Medium, Shields
Weapon Proficiencies: Simple Weapons, Martial Weapons
Tool Proficiencies: One type of gaming set(?), Thieves' Tools
Carrying Capacity: 120 lbs. (as a Kobold???)
Racial Abilities/Skills:
- Darkvision up to 90 feet (base 60, +30 from Umbral Sight)
- Grovel, Cower, and Beg: As an action, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you, until the end of your next turn. Once used, you can't use this until after a short/long rest.
-- The fluff on this ability sucks a lot.
- Pack Tactics: You gain ADV on attack rolls if at least one non-incapacitated ally is within 5 feet of the target creature.
- Sunlight Sensitivity: You have DISADV on attack rolls and WIS(Perception) checks that rely on sight whenever you, the target, or whatever you're trying to perceive is in direct sunlight.
Ranger Stuff (Gloom Stalker)
Favored Enemy - Humans and Halflings: You have ADV on WIS(Survival) checks to track favored enemies and on INT checks to recall info about them. You learn one language known by your favored enemies.
Natural Explorer - Underdark (underground, etc.): When you make an INT or WIS check, double your proficiency bonus if you're proficient at that skill. When traveling for an hour or more in this terrain, gain a bunch of benefits (look in PHB)
Fighting Style - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
Primeval Awareness: You can use an action to expend a Ranger spell slot to determine whether there are aberrations, celestials, dragons, elementals, fey, fiends, or undead within 1 mile of you (6 miles in your favored terrain). This doesn't reveal their location or number.
Dread Ambusher: Gain a bonus to initiative rolls equal to WIS mod. On the first turn of combat you have +10 walking speed and can make an additional attack if you take an Attack action. If this attack hits, it does an extra 1d8 damage.
Umbral Sight: Gain 60 feet of darkvision if you don't have it already, +30 feet of darkvision if you do. While in darkness you are invisible to creatures that rely on darkvision to see you in that darkness.
Extra Attack: You can attack twice whenever you take the Attack action on your turn (bonus action attacks don't count).
Level 4: FEAT - War Caster: You have ADV on concentration checks. You can cast somatic spells even when both hands are holding weapons or shields. When an enemy triggers an opportunity attack, you can target them (and only them) with a spell that takes 1 action to cast.
Equipment:
- Shortsword (2)
- Explorer's pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 feet hempen rope
- Shortbow and quiver w/ 20 arrows
- a Crowbar
- a Set of dark clothes + hood
- a Belt pouch with 15 gp
- Studded Leather
- 280gp idk what to spend on
- Gloves of Swimming and Climbing
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Spells
Level 1
Absorb Elements
Hunter's Mark
Disguise Self (free with Gloom Stalker)
Considering 1 of the following
Detect Magic
Fog Cloud
Goodberry
Level 2
Rope Trick (free with Gloom Stalker)
Considering 1 of the following
Find Traps
Locate Object
Pass without Trace
Silence
Healing Spirit
► Show Spoiler
Where are you from/why are you in Farawlen
- The pack's been here for generations (which tend to be shorter for kobolds than for other races). No one in Veska's pack knows where the city's kobolds came from, though there are rumors that some of the older kobolds amongst the other sewer packs might know.
- There is a silent agreement between the city guard and the packs of kobolds living in the sewers. The guards won't purge the kobolds from the sewers so long as the packs maintain and keep the sewers running. In addition, the kobolds try not to cause too much trouble for the surface dwellers, though acts of petty theft are common.
Where did you get your magic item
- Some of the packs have a magic item that they give to their most capable surface scouts, passed down through the generations. Veska's Gloves of Swimming and Climbing are one such item, allowing her to traverse the city environment and its river with relative ease.
Reason for accepting the Heist job
- Veska has always been envious of the surface dwellers' quality of life, while she and her pack were forced to live in filth and squalor. Most other kobolds accepted this as the way things are. Not Veska, though, and she's working on a way to get her pack out of the literal dung hole they live in.
- Veska was informed of the job by her criminal contact, a gnome called Tarquin. He says he'll use the money to invest in things like "real estate" and "infrastructure," whatever that means. To make it simple for Veska, the basic idea is that he'll buy up parts of the city and develop them. In doing so, Tarquin will build comfortable homes and hideouts for Veska and her pack, create legitimate business fronts for his other criminal allies to operate from, and, best of all, he'll accomplish this while making the city itself that much more efficient and prosperous. This, in turn, will lead to more money flowing back into Tarquin's pockets. That all sounds too good to be true to Veska, but her gnomish friend hasn't let her down before. If this works out, she and her pack can finally leave the sewers behind. The other packs can tend to the sewers for all she cares.