Dread
Dread
Sheet
AC 12 · HP 28 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- ReligionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAlways on
- Weapon MasteryLevel 1
When When attacking with a selected mastered weapon.
Dread's weapon mastery makes his attacks more tactically effective. His longbow attacks can slow targets, while his shortsword attacks can help him exploit openings.
- Colossus Slayer
When When Dread hits a creature that is missing any hit points.
Once per turn, when Dread hits a wounded creature with a weapon attack, he deals an extra 1d8 damage.
- Favored EnemyLevel 1
Dread has marked one creature as his Favored Enemy through a special use of Hunter's Mark. He always has Hunter's Mark prepared and can cast it without expending a spell slot a number of times equal to his proficiency bonus per long rest. The spell does not require Concentration when cast through this feature.
- Deft ExplorerLevel 1
Dread gains proficiency in one additional skill, Stealth, and learns two additional languages, Celestial and Sylvan, through his wilderness and religious training.
- SpellcastingLevel 2
Dread has learned to cast Ranger spells using Wisdom as his spellcasting ability. He can use a druidic focus or a holy symbol as a spellcasting focus for his Ranger spells.
- Fighting Style: DefenseLevel 2
Dread chooses the Defense Fighting Style. While wearing armor, he gains a +1 bonus to Armor Class.
- ExpertiseLevel 2
Dread gains Expertise in Survival, doubling his proficiency bonus for Survival checks.
- Ranger Subclass: HunterLevel 3
Dread gains the Hunter subclass and its associated features.
- Hunter's LoreLevel 3
Dread learns the strengths and weaknesses of creatures he studies. When he casts Hunter's Mark on a creature, he knows whether that creature has any immunities, resistances, or vulnerabilities, and if so, what they are.
- Hunter's Prey: Colossus SlayerLevel 3
Dread chooses Colossus Slayer. Once on each of his turns when he hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is missing any of its hit points.
- ResourcefulHumanDread gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanDread gains proficiency in one additional skill, Stealth.
- VersatileHumanDread gains an additional Origin feat of his choice, Alert.
- AlertHumanDread adds his Proficiency Bonus to Initiative rolls.
- TraitHumanMedium humanoid with a walking speed of 30 feet.
- Shelter of the FaithfulAcolyte
Dread can request modest aid and sanctuary from temples, shrines, and religious communities devoted to his faith. Such aid may include shelter, food, healing, or basic assistance, though religious organizations are not obligated to endanger themselves for him.
Spells
5 spellsSpellcasting. Dread casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , ,
Gear
11 itemsWeapons
- 2×ShortswordMartial one-handed blades used for close defense and ritual execution of dangerous beasts.
- LongbowA sturdy longbow with a black-stained grip.
Armor
- Leather ArmorReinforced dark leather armor suited for travel and silent movement.
Gear
- 20×ArrowsArrows carried in a weatherproof quiver.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and other travel necessities.
- Holy SymbolA silver emblem of Dread's faith, used as a holy symbol and divine focus.
- Prayer BookA small book of prayers, liturgies, and copied accounts of sacred guardians.
- 5×Incense SticksUsed in funerary rites, purification ceremonies, and quiet warding rituals.
- VestmentsCeremonial garments worn during temple services.
- Common ClothesSimple clothing for travel and temple work.
Purse
- 15×Gold PiecesStarting funds retained from his acolyte training and ranger commission.
Appearance
A broad-shouldered human man with weathered olive skin, close-cropped black hair, and a severe, neatly trimmed beard. Dread's gray-green eyes constantly scan the edges of a room, measuring exits, shadows, and threats. He wears dark leather armor beneath a charcoal traveling cloak, both marked with small strips of white prayer cloth. A silver holy symbol hangs beside a ranger's compass at his throat, while a longbow and twin shortswords rest across his back and hips. His expression is stern and tired, but there is a quiet gentleness in the way he tends injured animals and frightened travelers.
Mannerisms
Dread speaks in a low, measured voice and rarely wastes words. Before entering a new place, he touches his holy symbol and quietly counts the exits. He cleans his blades while listening to other people talk, and he never sits with his back to a door.
Personality
Dread is vigilant, restrained, and unexpectedly compassionate. He remembers the names of people he rescues, leaves small offerings at unmarked graves, and treats frightened animals with the same patience he gives frightened children. He is more comfortable beneath open sky than beneath a roof, where unseen dangers feel too close.
Ideals
Protection. Faith is not a promise that darkness will never come. It is the duty to stand between darkness and those who cannot stand alone.
Bonds
The ruined roadside shrine where Dread was raised is still his responsibility. He carries a fragment of its altar stone and vows to rebuild it when the roads are safe.
Flaws
Dread assumes every peaceful place is hiding a threat, and his suspicion can become unfair judgment. He is reluctant to accept help, convinced that dependence will eventually endanger the people who offer it.
Quirks
Background
Dread was raised in a small roadside shrine dedicated to a patient, watchful god of guardianship. The shrine served travelers, hunters, and villagers who feared the deep woods beyond the boundary stones. As a boy, Dread learned prayers before he learned letters, and he spent his youth copying sacred verses, tending the shrine's grounds, and escorting pilgrims through dangerous country. The priests saw in him a steady strength, but also a habit of standing silently at the edge of every gathering, as if expecting something terrible to emerge from the dark. When a predatory cult began using the forest roads to abduct travelers, Dread's order called upon him to hunt them. He discovered that the cult was not merely killing people, it was feeding fear itself, leaving villages paralyzed and turning neighbor against neighbor. Dread survived the purge, but his mentor did not. Since then, he has become a Dread Warden, a ranger and lay guardian who patrols lonely roads, watches the places where civilization frays, and brings comfort to those who believe no one is coming. He does not seek glory. He seeks to make sure that the darkness finds him before it finds anyone weaker.
“The shrine served travelers, hunters, and villagers who feared the deep woods beyond the boundary stones.”
- Background
- Acolyte
Connections
Species
Human
Media
0 imagesNo images yet.
Turn Dread into a sheet
A high-res, share-ready sheet you can post or print.