Lysander Aurelius III

Max Hit points = 33

    Hit Dice = 3 x 1d10

    Armour Class

    1 race + 13 Armour + 2 Shield

    Movement

    Speed: 30 feet

    Initiative

    +3

    Proficiency Bonus

    +2

    Details

    Alignment

    Lawful Good

    Background

    Far Traveller

    Languages

    Leonin, Sylvan

    Race

    Human

    Saving Throws

    Spell Save DC

    8 + Proficiency + Charisma

    Strength

    Proficiency + Attribute

    Dexterity

    Proficiency + Attribute

    Others

    + Attribute

    Dice Roller

    Number of dice

    Type of die:

    Modifier


    Result:

    Attributes

    Strength

    13 +1

    Dexterity

    16 +3

    Constitution

    13 +1

    Intelligence

    11 +0

    Wisdom

    16 +3

    Charisma

    11 +0

    Skills

    Proficient

    Acrobatics (Dex)
    Animal Handling (Wis)
    Arcana (Int)
    Athletics (Str)
    Deception (Cha)
    History (Int)
    Insight (Wis)
    Intimidation (Cha)
    Investigation (Int)
    Medicine (Wis)
    Nature (Int)
    Perception (Wis)
    Performance (Cha)
    Persuasion (Cha)
    Religion (Int)
    Sleight of Hand (Dex)
    Stealth (Dex)
    Survival (Wis)

    Spells

    Level 1

      Level 2

        Bonus Actions

        Spell

        Casting Time: 1 bonus action
        Range: Self
        Components: V
        Duration: Concentration, up to 1 minute

        You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

        Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

        Actions

        Hex

        Casting Time: 1 bonus action
        Range: 90 feet
        Components: V, S, M (the petrified eye of a newt)
        Duration: Concentration, up to 1 hour

        You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

        If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

        Remove Curse cast on the target ends this spell early.

        At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

        Armour of Agathys

        Casting Time: 1 action
        Range: Self
        Components: V, S, M (a cup of water)
        Duration: 1 hour

        A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

        At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

        Preparations

        Summon Familiar

        Casting Time: 1 action
        Range: 30 feet
        Duration: Concentration, up to 1 minute

        You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

        If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

        Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

        Abilities & Cantrips

        Bonus Actions

        Off-hand Attack

        Off-hand attack

        Actions

        Weapon Attack

        Off-hand Attack

        Elditch Blast

        Casting Time: 1 action
        Range: 120 feet
        Components: V, S
        Duration: Instantaneous

        A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

        At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

        Dash, Hide or Disengage
        Hiding

        The GM decides when circumstances are appropriate for hiding. When you try to hide, make a stealth check. Until you are discovered or you stop hiding, that check’s total is contested by the perception check of any creature that actively searches for signs of your presence.

        You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

        Dash

        Doubles movement until next turn.

        Preparations & Utility skills

        Warlock Shit

        Darkvision

        Favored Foe (Optional)

        This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don’t qualify for anything in the game that requires it.

        When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

        The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

        You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

        This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

        Natural Explorer (Grassland)

        Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, 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 additional favored terrain types at 6th and 10th level.

        Primal Awareness (Optional)

        This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don’t qualify for anything in the game that requires it.

        You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

        Primal Awareness Spells 
        Ranger LevelSpell
        3rdSpeak with Animals
        5thBeast Sense
        9thSpeak with Plants
        13thLocate Creature
        17thCommune with Nature

        You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

        Inventory

        Equipment

        Rapier = 1d8 piercing Finesse

        Silver Longsword = 1d8 slash versatile

        Scimitar = 1d6 slash, light, finesse

        Simple shield = +2ac

        Chainmail = 13 ac +2dex

        Longbow = 1d8 piercing. heavy, two-hand

        12 Silver Arrows

        25 arrows

        Gear

        103 Gold

        Explorers Pack

        Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

        Silver Cutlery

        Notes