| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +4 | Strength | |
| +5 | Dexterity | |
| +1 | Constitution | |
| +2 | Intelligence | |
| +3 | Wisdom | |
| -1 | Charisma |
| +3 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +4 | Athletics | STR | |
| -1 | Deception | CHA | |
| +2 | History | INT | |
| +3 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| +4 | Nature | INT | |
| +5 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Longbow | +7 | DEX | 1d8+3 | Piercing | |
| Ammunition (Range 150/600; arrows), Heavy, Two-Handed, Slow | |||||
| Shortsword | +3 | DEX | 1d6+3 | Piercing | |
| Finesse, Light, Vex | |||||
| Scimitar | +2 | STR | 1d6+2 | Slashing | |
| Finesse, Light, Nick | |||||
Studded leather armour
Scimitar
Shortwsord
Fiend Hunter's Longbow
Sprig of mistletoe (focus)
Insignia of Rank (colenel)
Deck of cards
Common wear
Backpack
Bedroll
2 flasks of Oil
Rope
Tinderbox
10 Torches
Waterskin
Common, Elvish, Sindarin, Latin
Light and Medium armour, Shield
Common and martial weapons
Land vehicles
Cards
Aloof
Honest
Friendly
Protect nature
Companion (Roach the Giant Lizard)
Bad at communication
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
You may cast Hunter's Mark without using a spell slot twice per long rest. This number increases with the value of Favoured Enemy.
You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
You have Advantage on saving throws you make to avoid or end the Charmed condition.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. You also learn the Armor Class and Current HP of the creature. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Statblocks for your familiars, mounts etc.
Monster Manual
The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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