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Kōsuke Anno

9 Level (0/64000 XP for level-up) Faction Agent (Trapperdeep Huntsmen) Background Spinda Race / Species / Heritage LN Alignment
Ranger (Gloomstalker)
Level 5
Hit Dice: 5/5
1d10+1 Class 1
Craftsman (Trapper)
Level 4
Hit Dice: 4/4
1d10+1 Class 2

STR
13
+1
DEX
17
+3
CON
12
+1
INT
16
+3
WIS
14
+2
CHA
9
-1
71
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30/40
Speed (walk/run/fly)
16
Passive Perception
Prof. Bonus / 1d4
Favored Foe
Spellcasting ...
+6 Attack mod
WIS Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+7 Dexterity
+1 Constitution
+3 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+5 Athletics STR
-1 Deception CHA
+3 History INT
+6 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+7 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+11 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Titan's Tusks +8 DEX 1d8+4+3 Piercing/slashing
 Finesse, Reach, Light, Trip, Elegant, Parrying (+1/2 AC against melee)
Shuriken +8 DEX 1d6+4+3 Slashing
 Finesse, Thrown (60/100 'Aerodynamic'), Elegant
Attacks

Spell Book

60 ft. Darkvision Invisible in darkness to creatures that rely on darkvision to see.

Multiattack (2)

Dread Ambusher
-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.

Danger Sense
-You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Traps
-When you take the Attack action, you can forgo one or more of your attacks to deploy a trap. You can deploy
a number of traps equal to your Intelligence modifier (minimum of 1), and regain all expended deployments when you finish a short or long rest. You can use an action to disarm and recover a trap that has not been triggered, which also restores one use of your trap deployments.

Titan Fighting
-While you are adjacent to a Large or larger creature, you can use your bonus action to enter that creature's space. You remain in this creature's space until it moves or until you use your bonus action to move to an unoccupied space adjacent to the creature. While in that creature's space, it is considered the only creature within your reach, and you gain advantage on attack rolls against the creature. Additionally, the creature has disadvantage on attack rolls against you.

Own Tempo
-Immune to effects that would cause you to become confused or disoriented.

Teeter Dance
-While you are standing and unsupported, you have the following benefits: You are considered to have half cover (+2 AC) against all ranged attacks, your movement does not provoke opportunity attacks, and the first attack a creature makes against you in a combat is made at disadvantage. However, also while standing, you have disadvantage on all ranged attacks that you make, saving throws to avoid being knocked prone, and any skill checks that involve the use of precise movements (I.e. Lock Picking, Sleight of Hand).

I Ain't Afraid Of No Ghost
-Resistance to any damage that undead creatures deal to you, so long as that
damage is not one of the following: Force, Necrotic, Psychic, or Radiant.

Favored Foe
-When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
-The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
-You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Two-Weapon Fighting

Active Crafting
-You can craft one item each day when you take a long rest, without losing the benefits of a long rest. Its cost can be up to 50 gp, and you pay half its gold piece cost in materials. If an item costs more than 25 gp in materials, you can finish the item by working on it for multiple days, spending 25 gp each day until the item is completed.
-Items you craft using this feature are worth half their gold piece cost when sold. This means that you can sell an item to refund its cost in materials, but not to make a profit.

Tool Belt
-You can use your action to retrieve a piece of nonmagical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you didn’t have it in your inventory before. The item’s gold piece cost can be up to 50 gp. You can’t use this feature to produce a weapon, suit of armor, shield, or potion. An item retrieved this way becomes lost in your inventory and vanishes when you take a long rest. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.

Safe Haven
-As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Features & Traits
Huntsman Badge, Tenants of the Hunt, a set of common clothes, Craftsman's Tools, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, skinning knife.

Sending stone
Voltage meter & misc. cabling
Human Trafficker Heracross horn

Masterwork Studded Leather (Climbing, Comfortable, Environmental)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 509, Platinum: 0 Money
4 spells known, DC 15, +7 to hit
1st (4 slots): Disguise Selfc, Cure Wounds, Goodberry, InitiativeH, Speak with AnimalsC,
2nd (2 slots): Pass Without Trace, Rope Trickc

Pokemon Moves:
Guidance
1/day Longstrider & Jump
Spellcasting
English, Japanese, Spanish

Languages & Proficiencies
I honor my ancestors through practices that are foreign to this land.

Personality Traits
The thrill of the Hunt is everything! I strive to defeat the largest and most dangerous creatures and collect great trophies to bring honor to my family.

Ideals
I will honor my father and the tenants of the Hunt through my deeds.

Family:
-Manami (mother), Ninjutsu trainer
-"Iron Feather" Sōma (father, deceased)
-Kokoro (younger sister), Ninjutsu trainer and cook

Bonds
I am really bad at talking to people and I don't have much of a sense of humor.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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