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Sir Norville Rogers of Shagstone in Dungeons & Dragons 5e

Homebrew

Sir Norville Rogers of Shagstone

Medium Humanoid (Human, Adventurer & Ghost Investigator, Chaotic Good

Armor Class 15 (Studded Leather Armor)
Hit Points 45 (7d8 + 12) 7d8+12
Speed: 30 ft

STR

11
( +0 )

DEX

15
( +2 )

CON

14
( +2 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

9
( -1 )

Saving Throws Strength +3, Dexterity +5
Skills

Acrobatics +5, Animal Handling +4, Nature +3, Perception +4, Stealth +5, Survival +7; Cartographer's Tools

Senses

Passive Perception 14

Languages Common, Druidic, Sylvan
Challenge Rating 2
Proficiency Bonus +3

Spellcasting. Sir Norville's spellcasting ability is Wisdom (spell save DC 12, spell attack bonus +4). He can cast the following spells:

  • At Will: Druidcraft, Locate Animals or Plants, Speak with Animals, Starry Wisp
  • 2/Day (each): Entangle, Fog Cloud, Good berry, Hunter's Mark
  • 1/Day (each): Healing Spirit, Pass without a Trace


Inspired (1/day). If Sir Norville rolls a critical failure, he can reroll the d20. He must accept the result of the second roll.

Actions

Multiattack. When Sir Norville takes the attack action, he can make two Longbow attacks or two Shortsword attacks.

Longbow. Ranged Weapon Attack: +5 to hit, range 150'/600', one target. Hit: 6 (1d8 + 2) piercing damage.

  • Slow: On a hit that does damage, the target's movement speed is reduced by 10' until the start of Sir Norville's next turn. The target receives a speed reduction from this feature once per round.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 5 (1d6 + 2) piercing damage.

  • Vex: On a hit that does damage, Sir Norville has advantage on the next attack against the target if it is made before the end of Sir Norville's next turn.

Reactions

Coward's Instincts (3/Day). Trigger: When Sir Norville must make a saving throw. Effect: He can give himself advantage on that saving throw.


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