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Faolan Amspoker

3 Level (0/2700 XP for level-up) Outlander Background Human (Wastelander) Race / Species / Heritage True Neutral Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
12
+1
DEX
16
+3
CON
16
+3
INT
10
+0
WIS
14
+2
CHA
12
+1
31
Hit Points
+3
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Hunter's Sense
1 / 1
Slayer's Prey
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+2 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
+0 Engineering INT
+0 Hacking INT
+0 Science INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Combat Knife +5 DEX 1d6+3 Piercing
 Finesse, Light
Spear +3 STR 1d6+1 Piercing
 Thrown (20/60 ft.), Versatile (1d8)
Sword +5 DEX 1d8+3 Slashing
 Finesse, Serrated (1d4)
.357 Magnum Revolver +8 DEX 2d8+2+3 Piercing
 Ammunition (Range 40/120), Slow Reload (6 Rounds), Ammo Versatility
Lever-Action Rifle +7 DEX 2d10+3 Piercing
 Ammunition (Range 140/200), Night Vision, Slow Reload (5 Rounds), Two-Handed
Assualt Rifle +7 DEX 2d8+3 Piercing
 Ammunition (Range 70/210), Reload (30 Rounds), Two-Handed, Burst Fire (10 Rounds))
Tactical Shotgun +8 DEX 4d4+3 Piercing
 Ammunition (Range 30/90), Reload (8 Rounds), Two-Handed
Bow +7 DEX 1d8+3 Piercing
 Ammunition (range 50/150), Two-Handed
Walking Staff +3 STR 1d6+1 Bludgeoning
 Verstatile (1d6)
Molotov Cocktail +1 STR 4d4+1 Fire
 Thrown (60)
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Shrapnel Ammo +4 1 Bonus Action Self Concentration, Up to a Minute 1d10 V
Smoke Grenade 1 Action 120ft Concentration, Up to an Hour V,S
Proximity Alarm 1 Minute 30ft 8 Hours VSM
Anti-Radiation Field 1 Action Touch Concentration, Up to a Minute VSM
Animal Translation Device 1 Action Self 24 Hours VS
Gunner: Due to having years of experience handling Firearms, Faolan is able to ignore the loading property of Firearms, and attack rolls against enemies within 5ft of him with Firearms do not have disadvantage.
Lead Belly: Due to years of surviving off the food in the Wasteland, Faolan is immune to radiation poisoning from consuming food and drink.
Favoured Enemy: Faolan is especially skilled at hunting, fighting and even negotiating with the Raiders and the Legion.
Faolan has advantage on Survival Checks to track his favored enemies as well as on Intelligence Checks to recall information about them.
Faolan learns one language of his choice that is spoken by his favoured enemy.
Ranged Weapon Fighting: Faolan gains a +2 bonus to attack rolls he makes with ranged weapons.
Hunter's Sense: Foalan has the ability to peer at a creature and discern how best to hurt it. As an action, he can choose one creature he can see within 60 feet of him. He immediately learns whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, he sense that it has no damage immunities, resistances, or vulnerabilities.
Faolan can use this feature a number of times equal to your Wisdom modifier (minimum of once). He regains all expended uses of it when you finish a long rest.
Slayer's Prey: Faolan can focus your ire further on one foe, increasing the harm he inflicts on it. As a bonus action, he can designate one creature you can see within 60 feet of him as the target of this feature. The first time each turn that he hits that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until Faolan finishes a short or long rest. It ends early if you designate a different creature.
Wanderer: Faolan has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Features & Traits
Held Equipment: Walking Staff
Worn Equipment: Combat Knife, Serrated Sword, 2 .357 Magnum Revolvers, Lever Action Rifle, Assault Rife, Tactical Shotgun, Bow, 2 Spears, Scrap Armour (2 Arm Pieces, 2 Leg Pieces, 1 Chest Piece), Common Clothes, Leather Duster, Sheath, 2 Holsters, 2 Pouches, Quiver, 58 Revolver Bullets, 33 Rifle Bullets, 27 Shotgun Shells, 30 Arrows, Backpack, Bedroll, Signal Whistle
Stowed Equipment: Tinderbox, Mess Kit, 9 Irradiated Meals, 9 Irradiated Water Bottles, NCR Helmet, Crowbar, Hammer, Mechanic's Tools, Lamp, Hempen Rope, 3 Oil Flasks, 5 Pitons, Bag of 20 Caltrops, Whetston, 5 Dogtags, 5 Leather Scraps, 5 Ammo Casings, 1 Joker Card, Manacles

Equipment Copper: 9, Silver: 11, Electrum: 0, Gold: 1034, Platinum: 0 Money
Faolan uses a practical mix of specialist hunting techniques and improvised technology to replicate the magic used by primeval rangers.
Spellcasting
Weapon Proficiencies: Simple and Martial Weapons and Firearms
Armour Proficiencies: Light and Medium Armour and Shields
Tool Proficiencies: Mechanic's Tools
Langauages: English, Danish, Latin, Sioux, Dakota, Cree

Languages & Proficiencies
I always work to keep my weapons as clean and maintained as possible.
I'm always on the look out for danger from any source, keeping my guard up at all times, to the point I often seem cold and hostile to others.
I always assume raiders are trying to kill me when I meet them, usually because they are.

Personality Traits
It's best not to get tied down to one place. If you lose it, you'll have nothing else.

Ideals
Humans have to work together to restore some form of society, and annihilate the raiders.

Bonds
I don't hesitate when I have a target, even when I should show mercy.
I tend to overestimate my abilities.

Flaws
Faolan has a Luck Modifier of +1, and a Score of 13.

Luck
Faolan has a Rad Resist of 10 (5+2+3).

Rad Resist


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Aerdeth's Guide to the Wasteland

Endri Amspoker

Medium Human, Wandering Mercenary, Lawful Neutral

Armor Class 18 (Heavy Scrap Armour)
Hit Points 40 (6d8+15)
Speed: 30 ft

STR

15
( +2 )

DEX

13
( +1 )

CON

16
( +3 )

INT

10
( +0 )

WIS

11
( +0 )

CHA

10
( +0 )

Saving Throws Strength +5, Dexterity +4
Skills Athletics +5, Insight +3, Intimidation +3, Stealth +4
Senses Passive Perception 10
Languages Common, Spanish, Sioux
Challenge Rating 3
Proficiency Bonus +3

Description

Endri is a tall man who typically wears a long black leather coat with a red leather shirt under his Spiked Scrap Mail, with simple trousers and very tall laced and buckled leather boots. He also wears a Red Bandanna around his neck, which can be used to cover his face if need be. He wields a Wooden Baseball Bat with Barbed Wire and Nails stuck to it, a Semi-Automatic Pistol, and a Double Barrel Shotgun.
Endri often comes across as cold and standoffish, especially in combat, where he shows no mercy. Outside of combat, when around his friends, he is generally quiet and avoids talking, but has a good sense of humour.

Ideals

We must hold on to our community and family, and give our all to protect them.

Bonds

I will find my Sister Ylda, and my Brother Faolan, and keep them both safe.

Flaws

I lose myself in the heat of battle, often dehumanising my enemies.


Gunner: Endri ignores the loading property of Firearms, and Attack Rolls made with Firearms against Creatures within 5ft of him don't have Disadvantage.
Unwavering Aggressor: Endri can make an oppurtunity attack when a Creature that enters his melee range, as well as when it leaves his melee range. In addition, he can make an additional Attack against a Creature in Melee Range once per turn when he reduces a Creature to 0 Hitpoints.
Against the Odds: Endri has Advantage on Strength, Dexterity and Constitution Saving Throws when he has Half of his Hitpoints or less remaining.

Actions

Multiattack: Endri makes two attacks with his Nail Bat.
Unarmed Strike: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 3 Bludgeoning Damage.
Combat Knife: Melee or Ranged Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d6+2 Piercing Damage.
Spiked Baseball Bat: Melee Weapon Attack: +6 to hit, Reach 5 ft. Hit: 1d8+2 Bludgeoning Damage and 1d4 Piercing Damage.
10mm Pistol: Ranged Weapon Attack: +4 to hit Range 50/150ft. Hit: 2d6+1 Piercing Damage (12 Shot Capacity)
Double-Barrel Shotgun: Ranged Weapon Attack: +4 to hit Range 30/90ft. Hit: 4d4+1 Piercing Damage (2 Shot Capacity)

Aerdeth's Guide to the Wasteland

Ylda Amspoker

Medium Human, Wandering Mercenary, Lawful Neutral

Armor Class 12 (Unarmoured)
Hit Points 32 (6d8+10)
Speed: 30 ft

STR

13
( +1 )

DEX

14
( +2 )

CON

14
( +2 )

INT

17
( +3 )

WIS

9
( -1 )

CHA

10
( +0 )

Saving Throws Constitution +5
Skills Athletics +4, Engineering +6, Hacking +6, Perception +3, Science +6, Sleight of Hand +5,
Senses Passive Perception: 12
Languages Common, Spanish, Sioux
Challenge Rating 2
Proficiency Bonus +3

Description

Ylda Amspoker is Faolan's younger sister, being 7 years younger than him. She is commonly seen wearing a thin leather vest and a pale green fleece, with grey trousers and tall laced and buckled leather boots. She is almost always seen carrying her signature Wrench of Mending and Breaking, both a tool to repair damage, and a weapon to disarm and defeat enemies at close range. She also carries a Semi-Automatic Pistol and Submachine Gun. These firearms are modified to suit her close-up fighting style, with her Pistol having a shortened barrel, and her machine gun having a grip that reduces recoil, and a hardened reciever.
Ylda has a fiery temper and looses her cool very quickly if slighted. She also enjoys brawling as a hobby, and has a passion for mechanical engineering and inventing. She recently left the village of Windhaven to pursue those who ransacked it, killing many of the civillians there.Whilst she hasn't seen her brother since she was a baby, and as such barely recognises him, if she found out where and who he was, she'd join up with him on the spot, both to recruit him in getting revenge, and to finally form a relationship after she never got a chance.

Ideals

Regardless of mistakes, family bonds can never truly be broken.

Bonds

I will eradicate those who destroyed Windhaven, no matter the cost.

Flaws

My anger is like a Hurricane. It destroys everything in its path.

Ylda is a 5th Level Spellcaster. She uses technology and her proficiency in mechanical engineering to replicate the effects of Magic Spells. Her Spellcasting Ability is Intelligence (Spell Save DC 14, +6 to Hit with Spell Attacks). She has the following Artificer Spells prepared:
Cantrips (at will): Logical Analysis and Advice (Guidance), Glowing Sticky Gel (Light), Mending
1st Level (4 Slots): Elemental Absorption Arm-Band (Absorb Elements), Jar of Slippery Paste (Grease), Analysis Scanner (Identify)
2nd Level (2 Slots): Cloaking Field (Invisibility), Firearm Overcharge (Magic Weapon)


Wrench of Mending and Breaking: Ylda is attuned to her Wrench of Mending and Breaking, allowing her to cast the Mending Spell at will. Her attacks with the Wrench allow her to add her Proficiency Bonus and it deals additional damage. The Wrench has the properties of a Club whilst Ylda is attuned to it.
Raging Temper: Ylda has advantage on saving throws to resist being Grappled or being Charmed. However, she has disadvantage on Saving Throws to resist being Goaded or Taunted (such as from a Battlemaster's Goading Attack)
Unrelenting: Ylda has Advantage on Oppurtunity Attacks against a Creature with less than half its Hitpoints remaining.

Actions

Multiattack: Ylda makes one attacks with her Wrench of Mending and Breaking and an Unarmed Strike.
Unarmed Strike: Melee Weapon Attack: +4 to hit, Reach 5 ft. Hit: 2 Bludgeoning Damage
Wrench of Mending and Breaking: Melee Weapon Attack: +4 to hit, Reach 5 ft. Hit: 1d4+1 Bludgeoning Damage and 1d4 Thunder Damage
10mm Pistol: Ranged Weapon Attack: +6 to hit Range 30/120ft. Hit: 2d6+2 Piercing Damage (12 Shot Capacity)
Submachine Gun: Ranged Weapon Attack: +6 to hit Range 20/60ft. Hit: 2d6+4 Piercing Damage against one Target (50 Shot Capacity, with each Attack Consuming 10 Shots)
Submachine Gun Covering Fire: Targets a 10ft square grid. Creatures in the affected area must make a DC 15 Dexterity Saving Throw. Affected creatures take 2d6+4 Piercing Damage on a failure, or Half as much on a Failure (Consumes 20 Shots).

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