Zar'Kaa (Level 15 Troll Slayer)

Ancestry: TrollCulture: Mixed Culture (Warrior / Natural)Background: Monster HunterDestiny: Excellence / Coming of Age (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
18 (+4)16 (+3)14 (+2)14 (+2)8 (-1)12 (+1)

Size: Medium
Speed: 55 ft., 55 ft. climb, 55 ft. swim
Languages: Culture: Common, Zandali | Slayer: Darnassian, Goblin, Orcish, Taur-ahe, Thalassian
Proficiency Bonus: +5
Hit Points: 124

Senses: Darkvision 120 ft., Passive Perception 14, Passive Investigation 12

Ancestry Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Zandali Legacy.
  • Shadow Stalker. You are proficient in the Stealth skill, and have Advantage on stealth checks when in complete darkness.
  • Voodoo Shuffle. Your speed increases by 5 feet, and standing up from Prone only takes 5 feet of movement.
  • Zandalar Forever. You have proficiency in the Perception skill.
Paragon Trait: Surprise Attack. You have honed your skills at ambushing others. You gain the following benefits:
  • You have Advantage on initiative.
  • Once on each of your turns, when you hit a creature with an attack roll, the creature takes 5d6 extra damage if it hasn't taken a turn yet in the current combat.

Culture Features

Fearless. You have Advantage on saving throws you make to avoid or end the Frightened condition on yourself.
Warrior's Spirit. When you succeed on a death save, you can regain 7 hit points. You can’t use this trait again until you finish a long rest.
Natural Cultural Training. You have proficiency with cooking utensils and herbalism kits.

Background Feature

Heart of Darkness

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Destiny Features

Source of Inspiration

Failure is the Best Teacher. Every failed attempt is a chance for growth, and make your breakthroughs shine brighter. You gain inspiration whenever the DM calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1 or a natural 20.

Source of Inspiration: Yes to Adventure. You draw inspiration from setting out with adventure in front of you. You gain inspiration whenever you achieve a personal milestone. Examples include join a new guild or organization, travel somewhere new and far from home, accept a new major quest or mission, change worldviews and grow as a person.

Inspiration Features

Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.

Inspiration Feature: Ready to Learn. You haven’t had training in everything but you’re determined to give it your all anyway. As a bonus action you may spend your inspiration to gain proficiency with a weapon, armor, skill, or tool for the next hour.

Fulfillment Feature: A Technique Perfected (Dexterity: Acrobatics)

You have a +5 bonus to your passive score in Acrobatics. You add half your proficiency bonus to any other checks made with the chosen ability score.

Proficiencies

Strength Saving Throw+9
Athletics+9
Dexterity Saving Throw+8
Acrobatics+3
Sleight of Hand+3
Stealth+8
Charisma Saving Throw+1
Deception+1
Intimidation+1
Performance+1
Persuasion+11
Constitution Saving Throw+2
Intelligence Saving Throw+2
Arcana+2
History+2
Investigation+2
Medicine+12
Nature+7
Religion+2
Wisdom Saving Throw+4
Animal Handling-1
Insight+4
Perception+4
Survival+4
Artisan: Alchemy Supplies
Artisan: Brewer's Supplies
Artisan: Cook's Utensils
Artisan: Smith's Tools
Frontier: Herbalism Kit
Roguish: Poisoner's Kit
 Light armor, medium armor, shields
 Simple weapons, martial weapons
Proficiency Sources:
Ancestry: Perception, Stealth
Culture: Athletics, Cook's Utensils, Herbalism Kit
Background: Persuasion, Alchemy Supplies, Smithing Tools
Slayer Class: Dexterity Saving Throws, Strength Saving Throws, Wisdom Saving Throws, Insight, Nature, Survival, Poisoner's Kit
Intelligence Bonus: Medicine
Talents:
Feats: Brewer's Supplies
Downtime/Other:


Class Features

Slayer (Gloom Stalker) 15

Adversary: Know Your Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. You deal an additional 1d6 damage with weapon attacks against creatures that are humanoid, undead, or fiends. Additionally, you have Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them, and you have Advantage on saving throws against the spells and abilities used by all of your favored enemies.

You are able to speak, read, and write Goblin, Thalassian, and Orcish.

Explorer: Deft Explorer

Canny. You gain expertise with the Persuasion skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write Darnassian and Taur-ahe.

Roving. Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless. As an Action, you can give yourself a number of temporary hit points equal to 1d8 + 2. You can use this action 5 times, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your fatigue and strife levels, if any, are decreased by 1.

Fighting Style: Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.

Poultices and Salves (8d6)

You can create special herbal poultices that have healing power comparable to some potions. Intelligence is your Slayer ability modifier. You use the chosen ability whenever a spell refers to your Slayer ability.

You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create 2 poultices, which can be done during a short or long rest. You can carry 2 poultices at one time. The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Slayer levels you have (rounded up).

Salve Formulas

You know salve formulas, which can be added to any poultice when you apply it. Many salves cost additional poultices, or require you to reduce the healing of the salve by an amount of d6 listed under the cost. You may apply multiple salves to a single poultice, but you must have dice from your poultices to spend, or additional uses to expend. A poultice can heal 0 hit points if you expend those dice for other purposes.

  • Antidote. When you apply this salve, you may end one Poisoned condition on the target. Costs 1d6.
  • Vaccine. When you apply this salve, you may end one disease afflicting the target. Costs 1d6.
  • Eye Drops. When you apply this salve, you may end one Blinded condition on the target. Costs 2d6.
  • Smelling Salts. When you apply this salve, you may end one Paralyzed or Unconscious condition on the target. Costs 3d6.
  • Fast-Acting Treatment. When you apply this salve, you may apply your poultice as an Action, instead of after one minute. If you do this, reduce your starting pool of poultice dice by half (rounded down). You may use also use this salve to apply your poultice as a Bonus Action, which halves the dice as above, but also consumes an additional use of your poultices.
  • Potent Tincture. When you apply this salve, instead of rolling to determine how many hit points your poultice restores, restore the maximum amount. Costs 2 additional poultices.
  • Phoenix Down. You can apply this salve to a dead creature. When you begin applying the salve, as long as the creature has not been dead for a number of minutes equal to your Slayer ability modifier, begin a Quick Resurrection Challenge using your Slayer ability modifier. On a success, the creature returns to life with a number of hit points equal to the number you rolled on the rest of your poultice dice (minimum 1). Costs 5d6, 1 additional poultice, 300gp.

Gloom Stalker: Dread Ambusher

You master the art of the ambush. You can give yourself a +2 bonus to your initiative rolls.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Gloom Stalker: Umbral Sight

The range of your darkvision increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are Invisible to any creature that relies on darkvision to see you in that darkness.

Wilderness Mystique: Answering Silence

When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. Friendly creatures within 5 feet of you have Advantage on Nature or Survival check while within 5 feet of you.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Gloom Stalker: Iron Mind

You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws.

Slayer's Defense: Evasion

When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.

Strider: Fleet of Foot

You can use the Dash action as a Bonus Action on your turn.

Vanish

You can use the Hide action as a Bonus Action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Gloom Stalker: Stalker's Flurry

You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Hide in Plain Sight

You can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall Prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Tactical Advantage: Nature's Shadow

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Gloom Stalker: Shadowy Dodge

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have Advantage on the roll, you can use your Reaction to impose Disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Feats

Talents

Exploration Knacks (Ranger): 9Feats: 2

Slayer

Longwalker (Ranger)

When you would gain a level of fatigue due to lack of food, water, forced marching, or other environmental effects, you do not gain that level of fatigue. Alternatively, you can choose to accept the level of fatigue, allowing up to two traveling companions to forgo gaining a level of fatigue instead. Once you have used this feature, you cannot do so again for a week.

Read the Room (Ranger)

By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You learn the surface thoughts of the creature — what is most on its mind in that moment. As an Action, you can shift your attention to another creature’s thoughts.

Relentless Pursuit (Ranger)

Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.

Desert Dweller (Druid)

You ignore penalties to ability checks from sandstorms or other desert phenomena, and you require half as much water as a typical member of your ancestry does. In addition, you and 5 other creatures are naturally acclimatized to extreme heat.

Early Riser (Druid)

You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.

Herbal Apothecary (Druid)

You gain expertise with the herbalism kit. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.

Clearsight Sentinel (Fighter)

The range of your darkvision increases by 30 feet. In addition, you do not suffer Disadvantage on Wisdom (Perception) checks in lightly obscured areas, except for areas of darkness.

Extreme Leap (Fighter)

When you take the Dash action, your jump distance is doubled for the turn. You may spend 1 focus to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.

Nightwatch (Fighter)

When taking a long rest, you can add 5 to the number of hours you can spend in light activity. In addition, an additional hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.

Feats

Pharmacist (Cross-Discipline Study: Artificer)

As a part of a long rest, you may improve 2 healing potions. A creature who drinks an improved healing potion regains the maximum number of hit points possible. Potions remain improved for 24 hours or until you use this ability again.

Loremaster of Travel (Cross-Discipline Study: Wizard)

You have Advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The DM will give you a useful fact about that subject. You have Advantage on ability checks pertaining to this fact.

Maneuvers

Total Focus: 11Maneuver Stat: StrengthManeuver DC: 17Slayer Maneuvers: 9Bonus Maneuvers: 1Traditions Known: Nemesis, Skirmisher

1st Degree Maneuvers

Deflect2 focus1st degree Skirmisher bonus reaction
When you are wielding a melee weapon and another creature hits you with a melee attack, you can use your Reaction to add +5 to your AC for that attack. This bonus is maintained until the beginning of your next turn, but it decays by 1 for every melee attack made against you.
Hit and Run1 focus1st degree Skirmisher bonus action
Until the end of your turn, your movement speed increases by 10 feet, and creatures you attack can’t make attacks of opportunity against you.
Eye Slash2 focus1st degree Skirmisher bonus action
The first time you hit a creature with a melee weapon on your turn, it makes a DC 17 Constitution saving throw or is Blinded until the end of your next turn.

2nd Degree Maneuvers

Evasive Roll1 focus2nd degree Nemesis reaction
When a creature misses you with a melee weapon attack, you can use your Reaction to move half your speed without provoking opportunity attacks. You can move through enemies with this movement, treating their spaces like difficult terrain.
Grenadier2 focus2nd degree Skirmisher bonus action
You use a consumable item, like a potion, bomb, or alchemist fire. The item must take 1 action to use, and cannot cast a spell. Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it.

3rd Degree Maneuvers

Flowing Form1 focus3rd degree Nemesis action
You take the Dodge action. Until the start of your next turn, you can spend 1 focus to make a single melee weapon attack against each target that misses you with a melee weapon attack. You can only make one such attack against a creature each round.
Heightened Reflexes1-3 focus3rd degree Nemesis bonus action
You gain an additional number of reactions equal to the focus spent. At the beginning of your next turn, you gain 1 focus for each of these reactions you didn't use.

4th Degree Maneuvers

Exploit Weakness3 focus4th degree Nemesis bonus action (stance)
While you maintain this stance, your melee weapon attacks score a critical hit on a roll of 19–20. You deal one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Retribution3 focus4th degree Nemesis reaction
When you are hit with a melee weapon attack, you can use your Reaction to make a melee weapon attack against the attacker. On a hit, that creature has Disadvantage on attack rolls against you until the beginning of your next turn.

Notable Items

Rokul Kaz | Trident (Attunement II)

A creature attuned to this weapon gains a +2 bonus to attack and damage rolls made with this magic weapon.

Whenever you flourish with this weapon, you can spend the flourish to try to strike fear into the creature. The target must make a DC 15 Wisdom saving throw or become Frightened of the wielder for 1 minute. On a success, they are immune to being Frightened by this effect for the next 24 hours.

A creature Frightened by this ability may repeat this saving throw at the end of its turn, ending it on a success.

Battleaxe of Wounding | Battleaxe (Attunement I)

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an Action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.