Aksambul: The Queen Widow
A courageous defender of the Kind Folk.
Pavel of Clan Sadaren, “The Shield of the Kind-Folk”
Human, Shapechanger Hunter, Goblinoid Slayer, Local Legend
STR: 16 (3) | CON: 10 (-) | INT: 8 (-1) | WIS: 13 (+1) | CHA: 10 (-)
SAVES: +6 Str, +6 Dex, – Con, -1 Int, +1 Wis, – Cha
Passive Perception: 11
Hit Points: 50
Hit Dice: 5d10
AC: 13/18 (With Half-Plate)/20 (With Shield)
Attack: Longsword 5 (1d10+3)
Shield Attack: +6 to Shove
Proficiency Bonus: +3
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Potter’s Tools, Vehicle (Land)
Languages: Common, Dwarven, Goblin
Saving Throws: Strength, Dexterity
Skills: Athletics, Animal Handling, Survival, Stealth, Insight
• Hand Axe
• Explorer’s pack
• Shortbow, 20 Arrows
• A Shovel
• An Iron Pot
• A set of common clothes
• Potter’s Tools
• 10 GP.
• Medium Armor Master. You have practiced moving in medium armor to gain the following benefits:
o Wearing medium armor does not impose disadvantage on your Dexterity (Stealth) checks.
o When you w ear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher
• Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Favored Enemy – Humanoids – Goblinoids & Shapechangers. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also 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 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
• Natural Explorer. 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. You choose additional favored terrain types at 6th and 10th level.
o While traveling for an hour or more in your favored terrain, you gain the following benefits:
o Difficult terrain doesn’t slow your group’s travel.
o Your group can’t become lost except by magical means.
o Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
o If you are traveling alone, you can move stealthily at a normal pace.
o When you forage, you find twice as much food as you normally would.
o While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
• Combat Superiority. At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
o Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack rolls would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
o You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
o Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
o Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
• Hunter’s Prey. At 3rd level, you gain one of the following feature:
o Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
• Poultices. At 3rd level, you can create special herbal poultices that have healing power comparable to some potions.
o You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1).
o You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1).
o The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
o If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
• Ability Score Improvement – Level 4
o Shield Master. You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you are not incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
• Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
• Maneuvers. At 5th level, you learn one additional maneuver of your choice. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
5th Level Equipment
Goggles of the Night – 60 Feet Dark Vision
• Favored Enemy – TBD. At 6th Level, you choose one additional favored enemy, as well as an associated language. .
• Natural Explorer – TBD. You choose additional favored terrain types at 6th Level.
• Defensive Tactics. At 7th level, you gain one of the following features of your choice.
o Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
• Ability Score Improvement – Level 8
o Mobile. You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain does not cost you extra movement on that turn.
When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Land’s Stride. Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
o In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Natural Anti-venom. Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.
Superiority Dice. At 9th level, you gain another superiority die.
Maneuvers. At 9th level, you learn one additional maneuver of your choice. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Hide in Plain Sight. Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
o Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall that is at least as tall and w ide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Natural Explorer – TBD. You choose additional favored terrain types at 10th Level.
Multiattack. At 11th level, you gain one of the following features of your choice.
o Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Ability Score Improvement – Level 12
o Resilient. You gain the following benefits:
You gain proficiency in Wisdom Saving Throws
Call Natural Allies. At 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you.
o The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
o These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
o After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
Maneuvers. At 13h level, you learn one additional maneuver of your choice. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
Vanish. Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-magical means, unless you choose to leave a trail.
Favored Enemy – TBD. At 14th Level, you choose one additional favored enemy, as well as an associated language. .
Superior Hunter’s Defense. At 15th level, you gain one of the following features of your choice.
o Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Ability Score Improvement – Level 16
o Resilient. You gain the following benefits:
You gain proficiency in Constitution Saving Throws
Relentless. Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Superiority Dice. At 17th level, you gain another superiority die.
Maneuvers. At 17th level, you learn one additional maneuver of your choice. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Feral Senses. At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Ability Score Improvement – Level 19
o Sentinel. You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature’s speed becomes zero for the rest of the turn.
Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target does not have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Folk Hero. You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Hunter. Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orc s to towering giants and terrifying dragons.
“I stood alone against a terrible monster.”
“The Were-bear had been killing in the border villages, and was headed south towards the larger villages closer to the city. The militiamen protected the villages, but did not hunt the bear – we should have been hunting him. I couldn’t wait, and went to hunt him, and I killed the bear with my father’s shield and blade, and I brought back the monster’s head so the north farthing would know it was safe. You city-folk don’t know what us kind-folk have to deal with, and you don’t know how much we protect you.”
Trait. “Thinking is for other people. I prefer action.”
Ideal. “People deserve to be treated with dignity and respect. (Good)”
Bond. I wish my childhood sweetheart had come with me to pursue my destiny.
Flaw. The tyrant who rules my land will stop at nothing to see me killed.