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Lizardfolk

Grazza
Faction Agent: Emerald Enclave

Neutral Monster Slayer


2
+2 13
16 +2
Hunters Sense: At 3rd level, you gain the ability to peer at a
creature and magically discern how best to hurt it. As an action,

30/30 choose one creature you can see within 60 feet of you. You

13
immediately learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are. If
the creature is hidden from divination magic, you sense that it
has no damage immunities, resistances, or vulnerabilities. Use
Wisdom modifier times per long rest.

25
+3

16 ● +5

+3

2
+3

17 ●
+3
+3
+5
+3
Longbow +7 1d8+ 3 /p Supernatural Defense
At 7th level, you gain extra resilience against your
+4

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prey's assaults on your mind and body. Whenever the
Scimitar +5 1d6+ 3 /sfl target of your Slayer's Prey forces you to make a
saving throw and whenever you make an ability check

Dagger (oh) +5 1d4+ /pflt


to escape that target's grapple, add 1d6 to your roll.

+4 Bite +5 1d6+ 3 /p
0

11 0
0
0 Undead Swamps

0 ● +2
0

+3

17 +5
+5
+3
+5 13

+3 +5 ●

● +5

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Magic-User's Nemesis
You gain the ability to thwart someone else's magic. When you
0 1 Goodberry see a creature casting a spell or teleporting within 60' of you,
0 1 Hail of Thorns
use your reaction to try to magically foil it. The creature must
0 succeed on a Wisdom saving throw against your spell save

0
DC, or its spell or teleport fails and is wasted. Once per rest.
0

+2 Constitution, +1 Wisdom
Swimming Speed of 30
Bite: unarmed strike, piercing damage 1d6+Str
Cunning Artisan: as part of short rest, harvest bone and hide
Slayer's Counter
from beast construct dragon monstrosity or plant small or
You gain the ability to counterattack when your Slayer's Prey
larger, build shield club javelin or 1d4 darts or blowgun
target forces you to make a saving throw, use your reaction to
needles. needs blade and appropriate tools
make one weapon attack against the quarry. You make this
Hold breath up to 15 minutes
attack immediately before making the saving throw. If your
Hunters lore proficiencies
attack hits, your save automatically succeeds, in addition to the
Natural AC 13+Dex
attack's normal effects.
Hungry bite: bonus action bite, gain Con mod temp hp once
per rest

common, draconic
● ●
goblin, elven,
undercommon
● ●

● Archery: +2 to atk with ranged


20 6'3 200 is a lizard
Grazza yellow green no

Money is meaningless to me. Well, hes a lizard, you see; and a ranger...
I enjoy eating my food when its Chosen by his clan druids to train with
still wiggling. the circles of the Emerald Enclave, Grazza
has been called to hunt the creatures
whos presence in the world sway the
balance of natural order too far one way
or the other. This is how he brings honor
Nature is a balance of all forces. It to his clan. Grazza was sent to
is my charge to protect that Waterdeep to meet the Faction Agent,
Melannor Fellbranch. Soon after
balance. beginning his time on the grounds of the
faction compound, Phaulkonmere,
Grazza was visited by the spirit of Lady
Jeryth Phaulkon, who granted him a
The world is harsh. Wise creatures charm emblazoned with the stags head
survive only with help from their crest of the Emerald Enclave.
companions.

Lizardfolk revere dragons. I wont


directly harm a dragon.

Slayer's Prey
Starting at 3rd level, you can focus your ire on one Longbow range 150/600
foe, increasing the harm you inflict on it. As a bonus Dagger range 20/60
action, you designate one creature you can see within
Badge of the Emerald Enclave
60 feet of you as the target of this feature. The first
time each turn that you hit that target with a weapon
attack, it takes an extra 1d6 damage from the Emerald Enclave faction text
weapon. This benefit lasts until you finish a short or
long rest. It ends early if you designate a different Set of common clothes
creature.

Proficiencies:
Bandoleer with 5 daggers
Lizardfolk Hunter's Lore: Perception, Stealth
Ranger Class: Athletics, Nature, Survival
Faction Agent: Animal Handling, Insight

Charm of Restoration
6 charges. Cast greater (4) or lesser
(2) restoration. Vanishes when empty.

Torch of continual flame


A torch bearing a greenish flame, but creates no
heat and doesn’t use oxygen. It can be covered
and hidden but not smothered or quenched.

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