About Lucian Faucon
Class: Ranger (Gloom Stalker)
Background - Urban Bounty Hunter:
Skill Proficiencies: Insight, Nature, Perception, Persuasion, Stealth, Survival
Tool Proficiency: Thieves' Tools, Dice Set
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Alignment: Neutral Good
Proficiency Bonus: +3
Proficiencies and Languages:
AC: 19 (Breastplate Armor + Dex + Shield + Cloak)
Saving Throws: (w/Bonus from Cloak)
Spell: +5; DC
Spells Known: (4 + Conclave/Primeval Awareness)
*May be cast once per day without expending a spell slot
Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge,
Skill Expert: You gain proficiency in a skill. You also gain expertise in a skill which you are already proficient in. Proficiency in Nature, Expertise in Survival, +1 to Dexterity
Skills: (* = Proficient; ** = Expertise)
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Sylvan
Ability Score Increase: Your ability scores each increase by 1.
Favored Foe: This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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 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.
Deft Explorer: This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (1st Level)
You can also speak, read, and write 2 additional languages of your choice. Infernal, Celestial
Roving (6th Level)
Tireless (10th Level)
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
Primal Awareness: This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Gloom Stalker Magic
Gloom Stalker Spells
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
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.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Backstory & Other Details:
Lucian served the Elturel guard in life, sticking primarily to outskirts of the city and specialized in bringing in those who had escaped or were hiding from the Hellriders' justice. His memories are somewhat foggy beyond that - he was killed in execution of his duties to the realm and was buried and had gone to his just reward. Shortly after Elturel had be forcefully drug into the Nine Hells, the dead began to rise from their graves, including Lucian. The difference was he had come back differently - he was not a mindless, shambling, rotting corpse like so many others - he had come back much as he was just before his life ended, including the bleeding gash in his stomach. Lucian had managed to crawl away from the erupting cemetery and into the woods. Remembering the many lessons learned throughout the years of the bounty nature could provide, he staunched the wound and bandaged it. The days, weeks, and months would go by as Lucian learned to survive in this hellscape, all along trying to figure out why this had happened to Elturel, why he had come back the way he had, and what could be done to make everything right again.
I don’t pay attention to the risks in a situation. Never tell me the odds.
Height: 6' 0"