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Vierik - AI-generated fantasy Character

Vierik

Human · Ranger (Hunter) · Level 8 · Criminal

Vierik

Quiet, observant, and dryly humorous, Vierik speaks like someone who is always measuring the room.
AC15
HP76/76
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 76 · 40 ft., Climb 40 ft., Swim 40 ft.
AlignmentNeutral GoodGenderMaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools

Languages

Common,
Elvish,
Thieves' Cant,
Goblin

Features

24 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Always on

  • Mark the Quarry

    When Hit a creature with a weapon attack

    When Vierik hits a creature with a weapon attack, he can apply Hunter's Mark to it if the spell is not already marking another creature, following the spell's normal rules.

  • Colossus Slayer

    When Deal weapon damage to a creature marked by Hunter's Mark

    When a marked creature takes weapon damage from Vierik, it takes an additional 1d6 damage once per turn.

  • Twin-Strike Volley

    When Take the Attack action

    Vierik fires two arrows or makes two weapon attacks as part of one Attack action.

  • Roving Pursuit

    When Move without wearing Heavy armor

    Vierik uses Roving to cross difficult vertical or watery terrain at full mobility, with a 40-foot Speed and matching Climb and Swim speeds.

  • SpellcastingLevel 1

    You can cast Ranger spells using Wisdom as your spellcasting ability. You prepare seven Ranger spells and regain expended spell slots after a Long Rest.

  • Favored EnemyLevel 1

    You always have Hunter's Mark prepared. You can cast it without expending a spell slot a number of times equal to your Proficiency Bonus per Long Rest, and you can cast it using spell slots as normal.

  • Weapon MasteryLevel 1

    You can use the mastery properties of two kinds of Simple or Martial weapons with which you are proficient. Vierik uses the mastery properties of the Longbow and Scimitar.

  • Fighting StyleLevel 2

    Choose a Fighting Style feat. Vierik has chosen Archery, gaining a +2 bonus to attack rolls with ranged weapons.

  • Deft ExplorerLevel 2

    You gain Expertise in one skill with which you are proficient. Vierik has Expertise in Stealth.

  • Deft ExplorerLevel 2

    You learn two additional languages of your choice. Vierik learned Thieves' Cant and Elvish.

  • Ranger SubclassLevel 3

    You gain the Hunter subclass and its subclass features.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • RovingLevel 6

    Your Speed increases by 10 feet while you are not wearing Heavy armor. You also have Climb and Swim speeds equal to your Speed.

  • Deft ExplorerLevel 6

    When you finish a Long Rest, you can replace one prepared Ranger spell with another Ranger spell for which you have spell slots.

  • Hunter's Prey, Colossus SlayerLevel 7

    When you deal weapon damage to a creature marked by your Hunter's Mark, the attack deals an extra 1d6 damage once per turn.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement feat or another feat for which you qualify.

  • Creature TypeHumanHumanoid.
  • SizeHumanMedium, chosen for Vierik.
  • SpeedHuman30 feet.
  • ResourcefulHumanVierik gains Heroic Inspiration whenever he finishes a Long Rest.
  • SkillfulHumanVierik gains proficiency in one skill of his choice, chosen as Investigation.
  • VersatileHumanVierik gains an Origin feat of his choice. He has Alert from his Criminal background and does not gain a second Origin feat through this trait.
  • AlertCriminal

    Vierik has the Alert origin feat. He adds his proficiency bonus to Initiative rolls and can swap Initiative with a willing ally immediately after Initiative is rolled, provided neither character is Incapacitated.

Spells

7 spells

Spellcasting. Vierik casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (4 slots): , , , ,

2nd level (3 slots): ,

Gear

14 items

Weapons

  • Scimitar
    A versatile one-handed martial weapon used for swift melee attacks.
  • Shortsword
    A light martial weapon suitable for close combat and throwing.
  • Longbow
    A martial ranged weapon with a long effective range.

Armor

  • Studded Leather Armor
    Studded leather armor, providing base AC 12 plus Dexterity modifier.

Tools

  • Crowbar
    Useful for prying open doors, crates, and shutters.
  • Thieves' Tools
    A compact set of picks and tension tools for opening locks and disabling traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    A container for the arrows.
  • Druidic Focus
    A sprig of mistletoe used as a Druidic focus.
  • Explorer's Pack
    Contains a backpack, bedroll, mess kit, tinderbox, waterskin, rope, rations, and other basic travel gear.
  • 2×
    Pouches
    Small leather pouches for coins, tools, or stolen goods.
  • Traveler's Clothes
    Durable clothing suited to travel and concealment.
  • Broken Brass Key
    Vierik's former gang token, kept as a reminder of the people he lost.

Purse

  • 23×
    Gold Pieces
    Unspent currency from the Ranger and Criminal starting packages.

Appearance

Vierik is a lean, weathered human with tawny skin, sharp gray eyes, and dark brown hair kept short at the sides and tied back at the nape. A thin scar runs from his left temple to his cheek, and his hands are marked by old cuts from lockpicks, bowstrings, and rough travel. He wears practical studded leather beneath a moss-colored cloak, with a longbow wrapped in dark oilskin and a pair of well-balanced daggers hidden at his belt.

Mannerisms

Vierik habitually checks exits, windows, and loose floorboards whenever he enters a room. He rolls a coin across his knuckles while thinking, pauses before answering personal questions, and instinctively lowers his voice when discussing anything important.

Personality

Quiet, observant, and dryly humorous, Vierik speaks like someone who is always measuring the room. He is suspicious of authority but protective of ordinary people, especially street children, fugitives, and anyone being hunted by people with more power than conscience. He prefers practical solutions, dislikes grand speeches, and shows affection by repairing gear, sharing food, or silently taking the most dangerous watch.

Ideals

No one should be owned by a gang, a noble, or a lawmaker. Freedom means having the chance to choose what kind of person you become, even after making terrible choices.

Bonds

He carries a broken brass key taken from the hideout where his old crew was betrayed. He intends to find the surviving members, expose the magistrate who destroyed them, and make certain no one under his protection is ever abandoned again.

Flaws

Vierik assumes every kindness conceals a trap. He is quick to lie, quicker to run, and deeply uncomfortable when someone offers him trust without demanding payment. When frightened, he can become controlling and may risk a mission to protect people who remind him of his former crew.

Quirks

Names every lockpick and replaces it when it becomes dull.
Leaves a single copper coin on windowsills after entering a building unnoticed.
Counts footsteps between landmarks without realizing it.
Keeps one glove tucked into his belt so he can examine evidence without leaving fingerprints.
Refuses to sleep with his back toward a door.

Background

Vierik grew up in the narrow back streets of a river city where honest work was scarce and locks were easier to understand than people. He learned to lift purses, slip through barred windows, and vanish into crowds before he was old enough to know the difference between survival and crime. For several years he worked with a small burglary crew, using his knowledge of alleyways and rooftops to guide them through the city after dark. The crew became his closest thing to a family, until their leader sold them out to a powerful magistrate to save himself. Vierik escaped through the sewers, but two of his friends did not.

“For several years he worked with a small burglary crew, using his knowledge of alleyways and rooftops to guide them through the city after dark.”
From their backstory
Background
Criminal

Connections

Species

Human

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