Skip to content
CreatePricing
Toma Virek - AI-generated fantasy Character

Toma Virek

Human · Ranger (Hunter) · Level 3 · Criminal

Toma Virek

Alert, dryly humorous, and practical, Toma is more comfortable reading tracks than reading people.
AC16
HP17/17
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 17 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeThirty-one years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Shortswords,
Longbows,
All other martial weapons covered by ranger proficiency

Tools

Thieves' tools,
One gaming set

Languages

Common,
Thieves' Cant,
Goblin

Features

16 features

Action

  • Primeval AwarenessLevel 3

    You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot expended, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does not reveal their location or number.

Bonus action

  • Hunter's Mark

    When Bonus action

    As a bonus action, mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack.

Always on

  • Colossus Slayer

    When Once on each of your turns when you hit a creature with a weapon attack

    When you hit a creature with a weapon attack, you can deal an extra 1d8 damage if the creature is below its hit point maximum.

  • Favored EnemyLevel 1

    You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them. You have chosen humanoids, particularly organized criminal gangs and mercenary companies, as your favored enemies. You also learn one language of your choice, Thieves' Cant already being familiar to you through your background.

  • Natural ExplorerLevel 1

    You are particularly familiar with one type of natural environment. When making an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you use a skill in which you are proficient. You remain alert to danger, move stealthily when traveling alone, find twice as much food while foraging, and do not become lost except by magical means while traveling in your favored terrain. Your favored terrain is forest.

  • Fighting Style: ArcheryLevel 2

    You adopt a particular style of fighting as your specialty. You gain a +2 bonus to attack rolls you make with ranged weapons.

  • SpellcastingLevel 2

    You have learned to use the magical essence of nature to cast spells. Wisdom is your spellcasting ability. You know three ranger spells and regain expended spell slots when you finish a long rest.

  • Ranger Archetype: HunterLevel 3

    You specialize in hunting dangerous foes. Once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage if the creature is below its hit point maximum. You have proficiency in one of the following skills of your choice: Athletics, Acrobatics, Stealth, or Survival. You choose Survival.

  • Hunter's Mark SpellLevel 1

    When you hit a creature with a weapon attack, you can designate it as your quarry and deal an extra 1d6 damage to it whenever you hit it with a weapon attack. The spell requires concentration and lasts up to 1 hour.

  • Hunter's Prey: Colossus SlayerLevel 3

    When you choose this archetype at 3rd level, you gain one of the following features. You choose Colossus Slayer.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • SizeHumanMedium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice. You speak Goblin.
  • Human VersatilityHumanHumans adapt readily to many environments and cultures.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know their true identity or location.

Spells

3 spells

Spellcasting. Toma Virek casts with Wisdom (spell save DC 9, to hit with spell attacks).

1st level (2 slots): , ,

Gear

11 items

Weapons

  • 2×
    Shortsword
    A light, finesse melee weapon that deals 1d6 piercing damage.
  • Longbow
    A martial ranged weapon that deals 1d8 piercing damage and has the ammunition, heavy, two-handed, and range 150/600 properties.

Armor

  • Scale mail
    A suit of medium armor made from overlapping metal scales. It imposes disadvantage on Dexterity (Stealth) checks.

Tools

  • Crowbar
    A sturdy iron bar useful for prying open doors, crates, and locks.
  • Thieves' tools
    Tools used to pick locks and disable traps.
  • Gaming set
    A set of weighted knucklebones used for informal gambling.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's pack
    A pack containing essential adventuring supplies such as bedrolls, rope, rations, tinderbox, and waterskin.
  • Dark common clothes with hood
    A set of ordinary dark-colored clothes with a hood, useful for blending into alleys and crowds.
  • Pouch
    A small purse containing starting funds.

Purse

  • 15×
    Gold pieces
    Starting currency from the criminal background.

Appearance

A lean, broad-shouldered human man with sun-browned skin, dark brown hair cut unevenly around the ears, and a narrow moustache he trims with a knife. He wears repaired scale mail beneath a weather-faded green cloak, with one carefully maintained pair of black leather gloves that fit better than the rest of his gear. He smells faintly of pine resin, horse sweat, and the clove oil he uses on his bowstring, a scent he assumes nobody notices. His clothes are practical but slightly mismatched, with old stitching visible at the elbows and knees. A small brass gaming die hangs from a cord at his neck.

Mannerisms

Toma rolls the brass die at his throat between his fingers whenever he is thinking. He checks exits before sitting, keeps his back near a wall, and speaks in a low, clipped voice until he decides someone is safe. When lying, he becomes unusually polite.

Personality

Alert, dryly humorous, and practical, Toma is more comfortable reading tracks than reading people. He has a habit of treating every conversation like a negotiation, but his guardedness softens quickly around children, travelers, and anyone being bullied by someone stronger. He prefers useful actions to grand declarations and will quietly repair a stranger's wagon without taking credit.

Ideals

Freedom. No one should be trapped by a law, debt, gang, or noble's decree when they have the courage to escape it.

Bonds

I owe my life to the refugees I once helped escape, and I will protect vulnerable travelers whenever I can. I also intend to bring down the criminal crew that taught me to mistake survival for virtue.

Flaws

I assume every generous offer has a hidden price, and I sometimes abandon honest plans the moment a quicker, less lawful option appears. When frightened, I become calculating and distant instead of admitting that I need help.

Quirks

He oils his bowstring with clove oil before every journey, even when there is no practical need.
He keeps a private tally of guards, gang members, and mercenaries who have harmed civilians.
He can identify several criminals by their footsteps but is terrible at remembering birthdays.
He leaves small folded paper birds near campsites as quiet warnings to travelers behind him.

Background

Toma Virek grew up in a crowded river district where the law arrived late, if it arrived at all. His parents ran a small cart-repair stall, and Toma learned early that a person could survive by knowing which alleys flooded, which guards took bribes, and which merchants quietly overcharged the desperate. He began as a lookout and courier for a burglary crew, relying on his quick feet, strong back, and instinct for finding routes through the city. He never considered himself cruel, but he became very good at pretending not to see who suffered when a job went wrong. Everything changed when the crew accepted a contract to guide armed men through the woodland roads beyond the city. Toma discovered that the target was not a wealthy caravan, but a refugee camp being used as cover for a weapons shipment. He sabotaged the operation, helped the refugees escape, and vanished into the forests with a stolen bow and a list of names. A retired ranger found him there, half-starved and still trying to track the men he had betrayed. Under that mentor, Toma learned to read trails, protect travelers, and use violence with purpose rather than appetite. He remains connected to the criminal underworld through an anonymous contact, using old routes and old favors to expose predators who hide behind money and law.

“He began as a lookout and courier for a burglary crew, relying on his quick feet, strong back, and instinct for finding routes through the city.”
From their backstory
Background
Criminal

Connections

Species

Human

Media

0 images

No images yet.

Visual sheet

Turn Toma Virek into a sheet

A high-res, share-ready sheet you can post or print.