![[Screenshot 2025-12-24 231458.png]]
# ksssk
## Tabaxi
### Ranger | Gloomstalker: 7
### Rogue | Assassin: 5
#### Proficiency: 4
### Ability Scores
str: 8 (-1)
dex: 17 (+3)
con: 10 (0)
int: 10 (0)
wis: 15 (+2)
cha: 14 (+2)
### Skills
Acrobatics +3
Animal handling: +2
Arcana: +0
Athletics: +3
Deception: +6
History: +0
Insight: +10
Intimidation +2
Nature: +0
Perception: +10
Performance: +6
Persuasion: +2
Religion" +0
Sleght of Hand +7
Stealth: +7
Survival: +2
### Initiative: (dex (+3)) + (alert (+5)) + (Dread Ambusher +wis (+2))
### Feats
#### Alert
- You can't be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
#### Crossbow Expert
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
## Features:
### Tabaxi
- **Size.** Small.
- **Speed.** Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
- **Cat's Claws.** You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
- **Cat's Talent.** You have proficiency in the Perception and Stealth skills.
- **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
### Rogue
#### Sneak Attack
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
#### Cunning Action
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
#### Steady Aim (Optional)
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
#### Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
### Assassin
Assassinate:
1. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
2. In addition, any hit you score against a creature that is surprised is a critical hit.
### Ranger
#### Favored Enemy: Undead, Elementals
you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies.
#### Natural Explorer: Underdark
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
#### Fighting Style
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn
#### Primeval Awareness
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 you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
### Gloomstalker
#### Dread Ambusher
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
Darkvision 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**.
#### Iron Mind
You gain **proficiency in Wisdom saving throws**. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
### Spellcasting
#### Spell Slots:
**Level 1:** 4
**Level 2:** 3
#### Known Spells
##### Level 1: Ensnaring strike
**Casting Time:** 1 bonus action
**Range:** Self
**Components:** V
**Duration:** Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
**_At Higher Levels._** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
##### Level 1: Hunter's Mark
**Casting Time:** 1 bonus action
**Range:** 90 feet
**Components:** V
**Duration:** Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
##### Level 1: Zephyr Strike
**Casting Time:** 1 bonus action
**Range:** Self
**Components:** V
**Duration:** Concentration, up to 1 minute
You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
##### Level 2: Healing Spirit
**Casting Time:** 1 bonus action
**Range:** 60 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
##### Level 2: Pass Without Trace
**Casting Time:** 1 action
**Range:** Self
**Components:** V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
**Duration:** Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
##### Level 2: Silence
**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
### **Proficiencies**
**Armor:** light, medium, shields
**Tools:** disguise kit, poisoners kit, thieves tools, dice set
**Weapons:** Hand Crossbows, longswords, martial, rapiers, shortswords, simple
**Languages:** Common, Thieves Cant, Undercommon, Elemental? Vampiric?
### First Round Attack:
+2 to hit (Fighting Style: Archery)
+1 to hit (hand crossbow+1) (+1: uncommon, +2: rare)
#### 4 Shots
- **Attack Action:** 2 attacks (from Ranger's **Extra Attack**).
- **Dread Ambusher:** 1 additional attack as part of that same Action.
- **Crossbow Expert (Bonus Action):** 1 attack (since you attacked with a one-handed weapon).
| **Component** | **Normal Damage** | **If Critical (Surprise)** |
| -------------------------- | ----------------------------- | ----------------------------- |
| **3 Standard Hits** | $3d6 + (3 \times \text{DEX})$ | $6d6 + (3 \times \text{DEX})$ |
| **Dread Ambusher Hit** | $1d6 + 1d8 + \text{DEX}$ | $2d6 + 2d8 + \text{DEX}$ |
| **Sneak Attack (5th Lvl)** | $3d6$ | $6d6$ |
| **TOTAL DICE** | **$7d6 + 1d8$** | **$14d6 + 2d8$** |
#### or 3 Shots + Hunter's Mark
- **Attack Action:** 2 attacks (from Ranger's **Extra Attack**).
- **Dread Ambusher:** 1 additional attack as part of that same Action.
- Bonus Action: Hunter's Mark.
| **Component** | **Normal Damage** | **If Critical (Surprise)** |
| -------------------------- | ----------------------------- | ----------------------------- |
| **2 Standard Hits** | $2d6 + (2 \times \text{DEX})$ | $4d6 + (2 \times \text{DEX})$ |
| **Dread Ambusher Hit** | $1d6 + 1d8 + \text{DEX}$ | $2d6 + 2d8 + \text{DEX}$ |
| **Hunter's Mark** | $3d6$ (1d6 per hit) | $6d6$ (2d6 per hit) |
| **Sneak Attack (5th Lvl)** | $3d6$ | $6d6$ |
| **TOTAL DICE** | **$9d6 + 1d8$** | **$18d6 + 2d8$** |
#### Feline Agility: 80 Feet Movement
- **Dread Ambusher**: +10ft speed on Turn 1.
- **Feline Agility**: Doubles _all_ current speed for the turn (including the +10ft).
- **Total Turn 1 Speed**: **80 Feet** (with no Action cost).
#### Feline Agility + Zephyr Strike: 80 Feet Movement
- **140 feet** ($40 \text{ base} + 30 \text{ Zephyr} \times 2$)
- doesn't trigger opportunity attacks
- no 4th shot, but 1d8 Force damage
![[ksssk full length.png]]
Equipment:
Cloak of displacement (rare)?
Hand Crossbow +1 (X 2)
Gloves of thievery?