Skyrim Stealth Archer
Added 2024-05-19 14:33:00 +0000 UTC-----CHARACTER CREATION & LEVEL 1-----
Starting Class: Ranger
Favoured Enemy: Any
Natural Explorer: Any
Race: Wood Elf
+3m Movement Speed
Darkvision
Can see in the dark up to 12m
Prevents Disadvantage when attacking creatures in the dark within 12m
Weapon Proficiency: Longswords, Shortswords, Longbows, Shortbows
Advantage on Charmed Saving Throws
Cannot be magically put to Sleep
Perception Proficiency
Stealth Proficiency
Background: Urchin or Criminal
Skills: Athletics, Insight, Survival
Stats:
STR = 16
DEX = 17
CON = 14
INT = 8
WIS = 10
CHA = 8
--------------------LEVEL 2--------------------
Ranger 2
- +2 Level 1 Spell Slots
Fighting Style: Archery
+2 Ranged Weapon Attack Rolls
Spells:
- Longstrider (Ritual)
+3m Movement Speed
- Hunter’s Mark (Concentration)
+1d6 Physical Damage to Weapon Attacks
Can recast without expending spell slots
--------------------LEVEL 3--------------------
Ranger 3
Subclass: Gloomstalker
- +1 Level 1 Spell Slot
- Superior Darkvision
Can see in the dark up to 24m
Doubles distance of Disadvantage prevention from Darkvision
- Dread Ambusher
On 1st turn
+3 Movement Speed
Can make free Melee/Ranged Attack that deals Normal Damage +1d8 additional Damage
- Dread Ambusher: Hide
Hide as a Bonus Action
- Disguise Self (Ritual)
Alter your appearance
- Umbral Shroud
Become Invisible if you are Obscured
Advantage on Attack Rolls
Enemies have Disadvantage on Attack Rolls against you
Ends when you Attack, Cast a Spell, take an Action, or take Damage
Spell:
- Goodberry
Conjure 4 magical berries that can be used to restore 1d4 HP
--------------------LEVEL 4--------------------
Ranger 4
Feat: Ability Improvement (+2 DEX)
--------------------LEVEL 5--------------------
Ranger 5
- +1 Level 1 Spell Slots
- +2 Level 2 Spell Slots
- Extra Attack
- Misty Step
Teleport to an open space within 18m that you can see
Spell:
- Pass Without Trace (Concentration)
+10 Bonus to Stealth Checks for you and all allies within 9m
--------------------LEVEL 6--------------------
Multiclass: Rogue
- Sneak Attack (Once per turn)
+1d6 Physical Damage
Must have Advantage on target or have an ally next to
Must have Finesse or Ranged Weapon equipped
Level 3 Rogue = 2d6
Skills: Acrobatics, Athletics, Stealth
--------------------LEVEL 7--------------------
Rogue 2
- Cunning Action: Hide
Hide as a Bonus Action
- Cunning Action: Dash
Dash as a Bonus Action
- Cunning Action: Disengage
Disengage as a Bonus Action
--------------------LEVEL 8--------------------
Rogue 3
Subclass: Assassin
- Assassin’s Alacrity
Immediately restore Action & Bonus Action at the start of combat
- Assassinate: Initiative
Advantage against creatures who haven’t taken a turn yet
- Assassinate: Ambush
Any successful Attack Roll against a Surprised creature is a Critical Hit
--------------------LEVEL 9--------------------
Note: Respec with Fighter as Level 1 for Constitution Profiency
Multiclass: Fighter
- Second Wind (Short Rest)
Regain 1d10 + Fighter Level HP
Fighting Style: Defence or Two-Weapon Fighting
--------------------LEVEL 10--------------------
Fighter 2
- Action Surge
Gain an additional Action to use this turn
--------------------LEVEL 11--------------------
Fighter 3
Subclass: Champion
- Improved Critical Hit
Number needed to roll a Critical Hit reduced by 1
--------------------LEVEL 12--------------------
Fighter 4
Feat: Sharpshooter
Low Ground
You are not penalized against High Ground Rules
All In (Toggleable)
-5 Ranged Attack Roll
+10 Ranged Attack Damage
--------------------GEAR--------------------
Important Items:
Hag’s Hair (+1 DEX)
Potion of Everlasting Vigour (+2 STR)
Elixirs of Viciousness
Number needed to Critical Hit reduced by 1
Potions of Hill Giant Strength (Optional w/ Titanstring Bow)
-------ACT 1-------
Head:
- Shadow of the Menzoberranzan
Light Armour
Shrouded in Shadow (Long Rest)
Become Invisible for 2 turns
Location: Looted from the Pale Corpse in the Myconid Colony, in the secret area unlocked by completing the quest Defeat the Duergar Intruders X: 50 Y: 75
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Chest:
- Spidersilk Armour
Light Armour
12 AC + Dexterity Modifier
+1 Stealth Checks
Advantage on Constitution Saving Throws
Location: Worn by Minthara
------------------------------
Gloves:
- Fleetfingers
When you Dash or make a similar action, you can Jump without using a Bonus Action
Location: Chest in Forest X: 80 Y: 347
- Gloves of Archery
+2 Ranged Weapon Attack Damage
Proficiency with Shortbows and Longbows
Location: Grat the Trader
- Gloves of Hail of Thorns
Hail of Thorns (Long Rest)
Location: This item can appear in the inventory of the following traders:Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Derryth Bonecloak in the Ebonlake Grotto.
------------------------------
Boots:
- Disintegrating Night Walkers
Cannot be Enwebbed, Entangled, or Ensnared
Cannot slip on Grease or Ice
Misty Step (Short Rest)
Location: Dropped by Nere
- Boots of Speed
Click Heels (Per Turn)
Doubled Movement Speed
Enemies have Disadvantage on Opportunity Attacks against you
Location: Worn by Thulia in the Myconid Colony
Note: Must be given away during a quest in order to receive Armour of Uninhibited Kushigo
- Boots of Genial Striding
Movement Speed is unimpeded by Difficult Terrain
Location: Purchased from Blurg in the Myconid Colony
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Cloak: N/A
------------------------------
Amulet:
- Broodmother’s Revenge
Whenever the wearer is healed, their weapon deals an additional 1d6 Poison Damage
Location: Looted from Kagha in Druid Grove AND/OR The High Hall in Act 3
- Amulet of Branding
Brand the Weak
Bludgeon the Weak
Target is Vulnerable to Bludgeoning Damage for 3 turns
Slash the Weak
Target is Vulnerable to Slashing Damage for 3 turns
Pierce the Weak*
Target is Vulnerable to Piercing Damage for 3 turns
Location: Looted from a Githyanki at Crèche Y'llek
------------------------------
Rings:
- Caustic Band
+2 Acid Damage on Weapon Attacks
Location: Purchased from Derryth Bonecloak in the Myconid Colony
- Strange Conduit Ring
+1d4 Psychic Damage on Weapon Attacks while Concentrating
Location: Inside an elegant chest in Inquisitor's Chamber, Crèche Y'llek X: 1360 Y: -657
- Smuggler’s Ring
+2 Stealth
+2 Sleight of Hand
-1 Charisma
Location: Looted from a Skeleton, hidden in a bush on the lower path following the river, near the broken bridge section at The Risen Road (X:58, Y:512)
- Crusher’s Ring
+3m Movement Speed
Location: Dropped by Crusher
- Fetish of Callarduran Smoothhands
Invisibility (Long Rest)
Location: Found on one of the dead deep gnomes that a pair of duergar are throwing into the lake in Grymforge X: -610 Y: 408; If you talk to the Duergar you need to succeed a Perception and Deception or Sleight of Hand check before this item can be looted. Alternatively, you can murder the Duergar and loot it directly from one of the corpses
------------------------------
Melee Weapons:
- Knife of the Undermountain King
Shortsword
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
If you roll 2 damage or less, reroll and take the highest result
Advantage on Attack Rolls against Obscured targets
Location: Can be bought or looted from A'jak'nir Jeera in Crèche Y'llek
- Ritual Dagger
Dagger
On hit, gain +1d4 Attack Rolls & Saving Throws until the end of your next turn
Blood Sacrifice (Bonus Action)
Take 1d4 Slashing Damage
+1d4 Attack Rolls & Saving Throws for 1 turn
Location: On the table next to Abdirak in Shattered Sanctum
- Club of Hill Giant Strength
Set STR to 19
Location: Break the chair in Arcane Tower
------------------------------
Ranged Weapons:
- Titanstring Bow
Longbow
+1 Enchantment
Deals additional Damage equal to STR Modifier
Location: This weapon can be purchased from the following traders: Brem in the Zhentarim Hideout after completing Find the Missing Shipment. Sometimes offered by Lann Tarv on the main floor of Moonrise Towers
- The Joltshooter
When you deal damage with this weapon, gain 2 Lightning Charges
Location: Waukeen’s Rest Reward for saving Florrick
------------------------------
-------ACT 2-------
Head:
- Marksmanship Hat
+1 Ranged/Thrown Attack Rolls
Location: Roah Moonglow
- Circlet of Hunting
Deal additional 1d4 Damage to targets with Hunter’s Mark, True Strike, Faerie Fire, or Guiding Bolt
Location: Araj Oblodra
- Covert Cowl
Number needed to roll a Critical Hit is reduced by 1 while Obscured
+1 Dexterity Saving Throws
Location: Carried by a Meenlock in the Cellar of Last Light Inn
------------------------------
Chest:
- Shadeclinger Armour
Light Armour
12 AC + Dexterity Modifier
Advantage on Saving Throws while Obscured
+1 Stealth
Location: Purchased at Last Light Inn
- Penumbral Armour
Light Armour
12 AC + Dexterity Modifier
+3 Stealth Checks while Obscured
Location: Found in a locked chest in the abandoned house by the river just east of the Last Light Inn at X: 33 Y: 145
------------------------------
Gloves:
- Poisoner’s Gloves
Whenever you deal Poison Damage, the target must pass a CON Saving Throw or become Poisoned
Location: House of Healing X-199 Y: 78
- Ichorous Gloves
Inflict Noxious Fumes on target when dealing Acid damage
Location: Found inside a metal chest in the storeroom at the back of The Waning Moon X: -253 Y: -71
- Flawed Helldusk Gloves (Optional)
+1d4 Fire Damage with Weapon Attacks
+1d4 Necrotic Damage with Unarmed Attacks
Unarmed Attacks have a chance to inflict Bleeding
+1 Strength Saving Throws
Location: Purchased from Dammon
- Dark Justiciar Gauntlets (Rare) (Optional)
+1d4 Necrotic Damage with Weapon Attacks
+1 Strength Saving Throws
Beckoning Darkness (Bonus Action)
Creatures is haunted by darkness for 2 turns
Takes 1d8 Necrotic Damage if it enters or starts its turn in an Obscured area
Location: Reward for killing the Nightsong in Nightsong's Prison
------------------------------
Boots: N/A
------------------------------
Cloak:
- Cloak of Cunning Brume
When the wearer Disengages, they create a Fog Cloud with 2m Radius for 1 turn
Location: Purchased at Last Light Inn
- Cloak of Protection
+1 AC
+1 Saving Throw
Location: Purchase from trader at Last Light Inn
------------------------------
Amulet: N/A
------------------------------
Rings:
- Shadow-Cloaked Ring
+1d4 Damage with Weapon and Unarmed Attacks against Obscured creatures or creatures made of shadow
Location: Can be looted from the Shadow Mastiff Alpha in the Ruined Battlefield X: -49 Y: 36; The nearby everburning torches must be destroyed before the Mastiff will appear
- Killer’s Sweetheart
When you kill a creature, can make your next attack a Critical
Location: Self-Same Trial in Gauntlet of Shar
- Ring of Free Action
Ignore Difficult Terrain
Immune to Paralysed and Restrained
Location: Purchased from Araj at Moonrise Towers
- Shifting Corpus Ring
Invisibility (Long Rest)
Blur (Long Rest)
Enemies have Disadvantage on Attacks against you until you take damage
Location: Dropped by Flaming Fist Marcus at Last Light Inn
------------------------------
Melee Weapons:
- Drakethroat Glaive
Glaive
+2 Enchantment
Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon.
Draconic Elemental Weapon
+1d4 Element Damage
+1 Attack Rolls
+1 Damage Rolls
Can be cast on a weapon lying on the ground
Location: Roah Moonglow
- Harmonium Halberd
Halberd
+1 Enchantment
+2 STR (Max 23)
-1 INT
-1 WIS
Location: Dammon
- Assassin’s Shortsword
Shortsword
+1 Enchantment
Advantage on Stealth Checks
Location: Found on one of a pair of skeletons along the cliffs west of the House of Healing (X:-252, Y:36)
------------------------------
Ranged Weapons: N/A
------------------------------
-------ACT 3-------
Head: N/A
------------------------------
Chest:
- Elegant Studded Leather
14 AC + Full Dexterity Modifier
+2 Initiative
Advantage on Stealth Checks
Shield (Short Rest)
When you are about to be hit, use a Reaction to increase AC by 5
Take 0 damage from Magic Missile
Lasts until start of your next turn
Location: Looted from High Security Vault n°9
------------------------------
Gloves:
- Helldusk Gloves
+1 Spell Attack Rolls
+1 Spell Save DC
+1 STR Saving Throws
+1d6 Fire Damage with Weapon Attacks
+1d6 Necrotic Damage with Unarmed Attacks
Unarmed Attacks may inflict Bleeding
Rays of Fire (Cantrip) (Short Rest)
3d6 Fire Damage per ray (3)
Location: Dropped by Haarlep in the House of Hope
- Craterflesh Gloves
On Critical Hit, deal +1d6 Force Damage
Location: Sold by the Echo of Abazigal in the Murder Tribunal after the player character accepts Bhaal and becomes an Unholy Assassin.
- Stalker Gloves
+1 Initiative
+1d4 Force Damage w/ Sneak Attack
Location: Purchased from Exxvikyap in Rivington General
- Martial Exertion Gloves
Take 6d6 Piercing Damage
Double Movement Speed
Gain Additional Action
Location: Sold by Bumpnagel in Angleiron's Cellar (accessible via a cave entrance at X: 30 Y: 29 in Rivington)
- Gauntlets of Hill Giant Strength
Increase STR to 23
+1 STR Saving Throws
Location: House of Hope
- Winkling Gloves
+1 Attack Rolls
+1 Sleight of Hand
Location: Carried by Zanner Toobin in the Steel Watch Foundry, Lower City
------------------------------
Boots: N/A
------------------------------
Cloak:
- Shade-Slayer Cloak
Number needed to roll a Critical Hit reduced by 1 while Hiding
Location: Sold by Sticky Dondo X: -17 Y: 755 in the Guildhall, found in the Lower City Sewers
------------------------------
Amulet: N/A
------------------------------
Rings:
- Ring of Regeneration
Regain 1d4 HP at the start of each turn
Location: Sorcerous Sundries or Ramazith’s Tower
------------------------------
Melee Weapons:
- Bloodthirst
Dagger
+2 Enchantment
Bound Weapon
Number needed to roll a Critical Hit is reduced by 1
True Strike (Bonus Action) (Cantrip) (Short Rest)
Main Hand: On hit, target becomes Vulnerable to Piercing Damage
Off-Hand: When a creature misses you with a Melee Attack, gain True Strike
Off-Hand: +1 AC
Location: Reward for defeating Orin during Get Orin’s Netherstone
------------------------------
Ranged Weapons:
- Gontr Mael
Longbow
+3 Enchantment
On hit, chance to inflict Guiding Bolt
Next attack against target has Advantage
Glows light in a 6m Radius
Celestial Haste (Concentration) (Long Rest)
Gain Haste for 5 turns without becoming Lethargic afterwards
Bolt of Celestial Light (Short Rest)
Frighten target
+1d4 Radiant Damage
Location: Looted from the Steel Watcher Titan in the basement of the Steel Watch Foundry X: -1952 Y: 206
- The Dead Shot
Longbow
+2 Enchantment
Number needed to roll a Critical Hit is reduced by 1
Wielder doubles Proficiency Bonus when rolling Ranged Attacks with this weapon unless they have Disadvantage
Location: Sold by Fytz the Firecracker at the Stormshore Armoury in Lower City