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Skyrim Stealth Archer

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-----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

------------------------------

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

------------------------------

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

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POSTEDMay 19, 2024
ARCHIVEDJun 10, 2026