Radion
5 16 5
Wayfarer Ranger
Human 13,6 37 3d10
Vermin Lord
00
+3 30ft Mediu 14
-1
+3 8 m
-1
-1 Sickle Silvered +5 1d6 + 5 Nick
-1
+1 12 Repeater Crossbow Silvered +8 1d10 + 5 (Push) Ammunition (Range 100/400;
+2 Bolt), Heavy, Magazine, Two-Handed
Flintlock
-1
+4 -1
+1
+2 14
+3 17
Resourceful. You gain Heroic Inspiration whenever you finish a Level 1: Favored Enemy
+2 Long Rest. You always have the Hunter's Mark spell prepared.
Savage Attacker You can cast it twice without expending a spell slot, and you
Extra Attack regain all expended uses of this ability when you finish a Long
+5 +2 You've trained to deal particularly damaging strikes. Once per Rest.
+5 turn when you hit a target with a weapon, you can roll the Verminkin
+3 weapon's damage dice twice and use either roll against the At 3rd level, you can comprehend and verbally communicate
+2 target. with vermin (mice, rats, and other rodents
+5 determined by your DM).
+2 Lucky Additionally, you can use an action and expend a
+7 spell slot to summon rodent hordes. When you do, you
+5 Action to transform into crinos form. summon a number of swarms of vermin equal to the
Transformation save dc = 11 level of spell slot expended. Each swarm is summoned
to a space you can see within 30 feet. This feature
Five silver teeth recharges after a short or long rest.
Swarms summoned in this way go on your initiative,
shield with soma coat of arms starting on your next turn. These swarms obey your
verbal commands (no action required by you), defending
+1 13 Advantage on stealth themselves by taking the Dodge action if you do not give
+0 10 them a command. Your vermin swarms flee the area and
Silvered Weapon disperse after 1 minute.
Home » Magic Items » Silvered Weapon
Source: Dungeon Master's Guide Septic Strikes
+1 At 3rd level, you leave a septic filth behind to fester
+0 An alchemical process has bonded silver to this magic weapon. in the wounds caused by your and your verminkin’s
When you score a Critical Hit with it against a creature that is attacks. As a bonus action, you can choose any number
+0 shape-shifted, the weapon deals one additional die of damage. of creatures within 60 feet of you that took damage from
a weapon attack made by you or your swarm of vermin
+0 this turn. Chosen creatures take 1d4 necrotic damage.
+0
+0
Simple and Martial weapons
Tool Proficiency: Thieves' Tools
Wisdom
+2
14
3
+4
1 Hunters Mark
1 Zephyr Strike
1 Hail of Thorns
1 Cure Wounds
1 Consumption
Common. Old Norse. Whatever the vamps speak.
Chain Shirt
Thieves' Tools
Boots of Elvenkind
Staff of healing
blood vile of an angel
10 angel feathers
Vampire head
50 30 130