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Venge-Ance Ti-Gone

1 Level (0/300 XP for level-up) The Guard Background Zoanthrope Deer Race / Species / Heritage Alignment
Captain
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
10
+0
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
10
+0
CHA
16
+3
18
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+3 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
+2 Martial WIS
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +7 DEX 1d10+3 Piercing
 Heavy, Loading, Range 100/400, Two-Handed
Dagger +5 DEX 1d4+3 Piercing
Attacks

Spell Book

Racials
Deer Zoan
Regal Stamina
Deer Zoan their hit point maximum increases by 1 for each character level you have.

White Coat
You have resistance to cold damage.

Flight or Run
While lower than half your hit points your movement speed is doubled running away from Hostile Creatures.

Hunter's Instinct
You are proficient with chosen ranged weapon. (Heavy crossbow)

Background: Hermit

Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: Arabal
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

The Guard
Origin Skills: Choose one from Medicine, Martial, Persuasion, History, Deception, and Religion and Gain Prof in one of any Instrument.

---------------------
Faction Loyalty 1
A Guardians Promise
After a long rest, you may channel your memories of hope and happiness to give yourself and an ally clarity and peace of mind. You and an ally Gain Max HP based on half your Level (Rounded UP) + Prof + Cha or Wis Mod and, then you give that ally half proficiency bonus (Rounded Down) to a save they aren't proficent in. This MAX HP last till your next Long Rest.

-----------------------
Faction Loyalty 2
Ghost of Memory
At the cost of 10 Max HP, you are able to summon an Elemental that is under the effects and limitations via a Familiar. This summon appears as a reflection of your happiest moments and is able to help others using these moments. This Wish Elemental has the following abilities:

When they are summoned they have Hit Points up to your Wisdom and Charisma Modifier and their Base Hp.

When this elemental is out as a reaction, you can sacrifice a number of your familiars or your maximum hit points up to your Cha or Wis modifier. If you do you can grant an Ally within 15 feet a bonus equal to this amount to their attack roll or, to their AC. This bonus lasts for one round, and their maximum hit points return after the fight.

You may summon this Familiar Twice per Long Rest.
-----------------
Faction Loyalty 3
I'll be your Guardian
Once per round, whenever your familiar and Those connected through A Guardians Promise would take lethal damage you may send that damage to yourself instead but, only taking half the damage in true damage. If this damage doesn't down you then, you gain temp hp based on the damage done. This temp hp last until the end of your next turn.

I am Here to DEFEND
As a reaction whenever you or an ally gain Max hp, Temp hp, or heal hit points. Two allies within 30 ft of you that are not affected by the spell or ability, gain Advantage on their next Saving Throw and, gain the same amount of Hit points of that type to a max of 40. You may do this twice per long rest.



Level 1: Born Leader
By 1st level, your competence and commanding personality lend you a knack for leadership. Common folk defer to your authority and influence, especially in times of crisis. As a result, you have advantage on any Charisma (Persuasion) check you make to convince someone to let you take charge of a situation or to give someone orders in a dangerous situation.

Additionally, you can use your Charisma modifier, instead of your Intelligence modifier, for any ability check you make related to planning, strategy, or tactics.

Level 1: Fighting Style
At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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