Tales from the Fallen Gate
Medium humanoid (human), neutral good
Armor Class 16/18 (studded leather/+shield)
Hit Points 37
Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 15 (+2) INT 11 (+0) WIS 13 (+1) CHA 9 (-1)
Senses passive Perception 13
Saving Throws Strength +4, Dexterity +6
Skills Animal Handling +3, Athletics +4, Perception +3, Stealth +6, Survival +3
Languages (Illiterate) Dhari, Low Atlantean, Urgan
Hunter’s Strike. When Sorn attacks a target that is not aware of him or has not acted yet in the encounter, he can choose to perform a hunter’s strike. He gains advantage with the strike, and if he hits, he deals maximum damage with his weapon. He can use Hunter’s Strike once, and then he must rest to regain it.
Favored Enemy. Sorn has advantage on Wisdom (Survival) checks to track beastmen, as well as on Intelligence checks to recall information about them.
Favored Terrain (Forest). When Sorn makes an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus is doubled if he is using a skill that he’s proficient in.
Archery. Sorn gains a +2 bonus to attack rolls he makes with ranged weapons.
Spellcasting. Spell Save DC 11; Spell Attack: +3
1st level (2 slots): hail of thorns, hunter’s mark
Horde Breaker. Once on each of his turns when he makes a weapon attack, Sorn 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 his weapon.
Primeval Awareness. Sorn can use his action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot he expends, he can sense whether the following types of creatures are present within 1 mile of him (or within up to 6 miles if he is in his favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Unarmed. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage.
Short sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60, one target. Hit: 1d4+4 piercing.
Longbow. Ranged Weapon Attack: +4 to hit, ammunition 150/600, one target. Hit: 1d8+2 piercing damage.
Equipment: Studded leather, shield, short sword, dagger, longbow, quiver of 20 arrows, traveler’s clothes, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, pouch, riding horse, bit and bridle, riding saddle, saddle bags.
Wealth: 225 gp
- Personality Traits: I never boast. If I say I did it, then it is so.
- Ideals: Thrills. I live for the chance to roll the dice, with my life as the stake.
- Bonds: I carry the claw of the saber-tooth that slew my father.
- Flaws: I am overly protective of those close to me, to the point of trailing them to make sure they are safe.