Rathar, Woodmen of Wilderland Slayer Level 6
Rathar, Woodmen of Wilderland Slayer Level 6
Rathar, Woodmen of Wilderland Slayer Level 6
✔ +6
+2
+3 ✔ +6 18 +7 30
16 +1
0
-1
+2 65
14 0 6d12
Swift: Your foreboding of your fate has made you more alert so
+3 +2
0 you are always prepared
16
✔ +6
Fire-making: The roads towards your fate can be long.You are
-1
adept at making fires and preparing camps.
+1
I live for today, for tomorrow I will die.
+1 0
✔ +2
12 +1
I fear that I will die alone and unremembered.
+1
0
✔ +4
0 ✔ +3
11 -1 Natural Watchfulness
-1 Woodcrafty
+1
Dark Foreboding
+1
-1 Battle - fury
+2
8 +2 Unarmoured Defence
✔ +3 Reckless Attack
+1
Armoured Fury
13 Extra Attack
Fast Movement
Hooped and Hasped
Armour: Light, medium and heavy armour,shields
Tools: None.
Languages: Vale of Anduin*
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29 1.98m 98 kg
Blue Long Brown Bronze
Frugal
Travelling cloak
Travelling gear for the current season
Belt dagger
Decorative leather armband
Heavy Mail
Quiver with 20 arrows
Greatbow
Athelas salve (Heals 1d4+1 hit points)
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Features and Abilities
Culture - Natural Watchfulness: Whether travelling, exploring or Class - Vigilant Senses: At 2nd level, you begin to sense when
even resting, the behaviour of animals can communicate much to danger is near. You have advantage on Wisdom (Perception)
those who know how to interpret the signs. It could be the sudden ability checks when seeking to detect nearby enemies or
silence of a bird, or the distant rustling of a beast in head-long ambushes. To gain this benefit, you cannot be blinded, deafened
flight. While in or near (within a few miles) a forest, you have or incapacitated.
advantage on all Wisdom (Perception) ability checks. You also gain
a +5 bonus to initiative rolls. Class (Foe Hammer) - Armoured Fury: Starting when you choose
this path at 3rd level, you gain the full benefits of your Battle-fury
while wearing heavy armour. In addition, if you do not already
Culture - Woodcrafty: You have proficiency in the Survival skill.
have it, you also acquire the heavy armour proficiency.
Background - Dark Foreboding: While they know not the hour or Class - Extra Attack: Beginning at 5th level, you can attack twice,
manner of their death, those Doomed to Die often have a sixth instead of once, whenever you take the Attack action on your
sense of sorts when in the presence of Shadow. They may not turn.
know exactly what is behind this feeling, but they can sense its
Class - Fast Movement: Starting at 5th level, your Speed increases
presence grow stronger or weaker. The Doomed to Die can usually
by 10 feet while you aren't wearing heavy armour.
tell, for example, whether an Orc band is an isolated raiding party
or part of a larger force being driven by something more sinister, Class (Foe Hammer) - Hooped and Hasped: Beginning at the 6th
or whether a nearby ruin is steeped in Shadow. level, your armour no longer impedes you in any way. You add
your full Dexterity modifier as a bonus to your Armour Class,
Class - Battle-fury: In battle, you fight with white-hot rage or cold,
regardless of the type of armour you are wearing. You are no
deadly precision. Whatever the character of your anger, on your
longer subject to stealth disadvantage when wearing medium
turn, you can enter a Battle-fury as a bonus action. While in a Fury,
armour.
you gain the following benefits if you aren't wearing heavy
armour:
- When you make a melee weapon attack using Strength, you gain
a +2 bonus to the damage roll
Your Battle-fury lasts for 1 minute. It ends early if you are knocked
unconscious or if your turn ends and you haven't attacked a
hostile creature since your last turn or taken damage since then.
You can also end your Battle-fury on your turn as a bonus action.
Once you have used this feature 4 times, you must finish a long
rest before you can enter a Battle-fury again.
Class - Reckless Attack: Starting at 2nd level, you can throw aside
all concern for defence to attack with fierce desperation. When
you make your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon attack
rolls using Strength during this turn, but attack rolls against you
have advantage until your next turn.