| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +1 | Strength | |
| +5 | Dexterity | |
| +3 | Constitution | |
| +0 | Intelligence | |
| +2 | Wisdom | |
| +2 | Charisma |
| +2 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +1 | Athletics | STR | |
| +2 | Deception | CHA | |
| +3 | History | INT | |
| +5 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +3 | Investigation | INT |
| +5 | Medicine | WIS | |
| +0 | Nature | INT | |
| +5 | Perception | WIS | |
| +2 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Sniper | +5 | DEX | 1d10+2 | Piercing | |
| Two-Handed, Heavy, Range (150/600) | |||||
| Knife | -2 | STR | |||
| One-Handed, Light, Melee | |||||
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose two types of favored enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid as favored enemies.
You gain:
Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
One extra damage dice of the weapon used when you hit a favoured enemy.
Learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 5th, 14th and 17th levels. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
Also at 1st level, you are particularly familiar with some types of natural environments and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, urban, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
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.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose an additional favored terrain type at 6th and 10th, 16th levels.
Deft Explorer (Optional if you do not want natural explorer)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd level, you adopt particular styles of fighting as your specialty. Choose two of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You can choose another fighting style at 9th and 15th level.
Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
Acute Observation
Beginning at 3rd level, you can look around for 1 minute and learn if some of your favourite enemies are in the area without rolling anything. You can do a Wisdom (Survival) to guess the number of creatures and how long it has been since they left. For 1 hour, you can track them without rolling Survival checks. You can do this two times per long rest.
HUNTER
Natural Hunter
At 3rd level, when attacking an unaware target or one in the proximity of one of your allies, or if you have advantage on your hit roll, you can do a sneak attack. This adds 1d6 damage of the weapon used to your first attack, ranged or melee. The extra damage becomes 2d6 at 6th ranger level, 3d6 at 12 ranger level, and 4d6 at 16 ranger level.
Moreover, you gain expertise in Stealth or Nature.
Hunter's Prey
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You don’t need to eat, drink, or breathe.
You are immune to disease and poison.
You don't need to sleep, and magic can't put you to sleep.
Maintenance. You do not age nor have to care for yourself the same way as others, but you still need to maintain your physicality daily to stay optimal. You have proficiency in one tool that fits your composition best (tinker’s tools, potter’s tools, carpenter’s tools, smith’s tools, etc.).
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Building Material: Fragile
Quality: Excellent
Other Properties
Aesthetically Perfect:
You were made to look like beauty incarnate, to play the part of a living piece of art.
Advantage on Performance checks when your features are visible // Disadvantage on Stealth checks when your features are visible
Ball Jointed
You are not restrained in your movement by the usual articulation limits.
The possibility to make movements that biological beings cannot (turn your head 360 degrees, etc.) // Advantage on Acrobatics checks // Advantage on Perception checks
Fully Articulated
You have the same articulations as typical biological beings.
The possibility to pass as a biological being
Permeable
You are not made to be in contact with water or any liquid.
Vulnerability to water & liquid // Inability to swim
Reborn
You were once a biological being and your soul was transferred inside this body after your death.
Proficiency in one Charisma, Intelligence or Wisdom skill of your choice
Mana potion (x1)
Aloe Vera, Blue and white flower, green plant
Helerona's book
Inspiration points: 15
The statblocks of your Weapons, armor and other important/magical equipment
Firearm
Rare
Two-Handed, Range, Heavy, Ammunition, Loading (1 shot)You can use Dexterity or Strenght for this weapon.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d10 | Piercing | 150/600 |
Cost: 500 gold
Weight: 15 lbs
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Statblocks for your Trinkets, businesses, building, castles, empires.
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