14 (leather armor)
16 (2d10 - 2)
30 ft.
Str +2, Dex +3
Animal Handling +4, Acrobatics +3, Nature +3, Perception +4, Performance +5
Fire resistance
passive Perception 14; darkvision 60'
Light/Medium armor, shields, simple/martial weapons, disguise kit, pipes
Common, infernal, # 1 additional
-1 (∞ XP)
###
###
###
Add proficiency bonus to all ranged attacks to hit.
Melee Weapon Attack:+5 to hit, 2d6+6 damage
Ranged Weapon Attack:+4 to hit, 1d8 damage
Melee Weapon Attack:+5 to hit, 1d6+3 damage (1d8+3 two handed)
Good Berry, Speak with Animals
Traveler's clothes, deer skull, bugle, explorer's pack, hunting trap
(3) healing potions (1d8)
GP: 50
17 (composite plating) or darkwood core (14)
15 (2d10)
30 ft.
Str +5, Dex +4
Animal Handling +3, Athletics +5, Nature +5, Stealth +4, Survival +3
Disease, eating/drinking, sleep, advantage on poison saves, poison dmg resistance
passive Perception 11
Light/Medium armor, shields, simple/martial weapons, bugle
Common, Draconic
-1 (∞ XP)
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 unconcious, and you can see and hear as normal.
After a long rest may change defensive armor profile between darkwood core (11+dex mod + prof bonus) or composite plating 11+dex mod+prof). Once heavy armor proficiency is achieved can use heavy plating 16+dex mod + prof bonus).
Unarmed strike 1d4+str mod
You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
###
###
May add str bonus to off-hand weapon attack.
Melee Weapon Attack:+5 to hit, 2d6+6 damage
Ranged Weapon Attack:+4 to hit, 1d8 damage
Melee Weapon Attack:+5 to hit, 1d6+3 damage (1d8+3 two handed)
Ensnaring Strike, Speak with Animals
Traveler's clothes, deer skull, bugle, explorer's pack, hunting trap
(3) healing potions (1d8)
GP: 50