Corin Delacroix

Human, Ranger, Folk Hero

Neutral Good

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [+0] 16 [+3] 12 [+1] 12 [+1] 14 [+2] 10 [+0]

11[3], 15+1[9], 12[4], 12[4], 13+1[5], 10[2]
+1 to Dex and Wis

Dimensions: 5'9", 155 pounds
Age: 47
HP: 53 [d10(6)+Con per level]
Hit Die: 7 @ d10
Experience: 23,730 [Level 7]
Saving Throws: Strength, Dexterity
AC: 17 (+2 w/Shield)


  • Medium. 30ft Move.
  • Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you..

Proficiencies: [+3]
Weapons & Armour: Light Armour, Medium Armour, Shields, Simple Weapons, Martial Weapons
Tools: Artisan's Tools, Land Vehicle
Languages: Reikspiel, Bretonnian
Skills: Animal Handling, Survival, Perception, Nature, Stealth

Feats and Abilities:

  • Favoured Enemy: Greenskins, Beasts
    • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
    • When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • Natural Explorer: Forest, Mountains
    • 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
    • +2 to Attack Rolls with a Ranged Weapon
  • Defensive Tactics: Escape the Horde
    • Attacks of Opportunity made against you are at a Disadvantage
  • Extra Attack
    • Your attack action confers two attacks.
  • Archetype: Hunter
    • Colossus Slayer: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Primeval Awareness:
    • Beginning at 3rd level, 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.
  • Lucky:
    • You have 3 luck points:
    • Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
    • If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    • You regain your expended luck points when you finish a long rest.
  • Sharpshooter:
    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
    • Your ranged weapon attacks ignore half cover and three-quarters cover.
    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a – 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Magic: Spell Save DC13


  • Alarm
    • VSM (silver bell and wire).
    • Action. 30ft. 8 hours.
    • You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    • A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    • An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
  • Hunter's Mark
    • V.
    • Bonus Action. 90ft. Concentration, up to 1 hour.
    • Choose a creature within range and sight. Deal an extra D6 damage to the target, and have Advantage on any Wisdom (Perception) or Wisdom (Survival). If they drop to 0 points, can use a bonus action on a subsequent turn of yours to mark a new creature.
    • At higher levels maintain concentration for 8 hours. At 5 level and above maintain for 24 hours.
  • Ensnaring Strike
    • V.
    • Bonus Action. Self. 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 a 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.
  • Goodberry
    • VSM
    • Action. Touch. Instantaneous. 24 Hours.
    • Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.


  • Pass Without Trace
    • VSM.
    • Action. Self. Concentration, up to 1 hour.
    • Creatures you choose within 30ft gain +10 to Stealth (Dexterity) tests and leave no tracks or traces behind.


  • Elven Half-plate [AC 15+Dex (Max 2), No Disadvantage]
  • Bow of the Cockatrice [1d8+1, +1 To Hit, Piercing, Range (150/600), Ammunition, Heavy, Two-Handed]
    • May choose damage type, either Piercing, Slashing or Acid
    • If previous Long Rest has been in the Mountains, gain +1d4 Acid Damage
  • 31 Arrows
  • Rapier [1d8, Piercing, Finesse]
  • Buckler [AC 2]
  • Warhorse
  • Tabbard bearing the colours and sigil of d'Solidor [Fine Quality Clothes]
  • Explorer's Pack: Backpack, Bedroll, Mess Kit, Tinderbox, 9 Torches, 10 days of Rations, Waterskin, 50ft of Hempen Rope
  • Smith's Tools, Shovel, Iron Pot, Common Clothes,

Fluff Folk Hero
Event- Thrice I was saved from an ignoble death at the hands of the executioner. The commonfolk say I am blessed by the Lady for great things.
Bond- The Lady spared me a terrible death, and in her name I pledge my service.
Flaw- I am reckless in the face of danger, as I feel The Lady will protect me and has a plan for me.

Corin Delacroix was not so different from many peasants in Bretonnia. In the summer he toiled the fields outside of Parravon for his liege-lord and paid his taxes in proper order, and in the winter he tended to repairs, roofing and the like. When he was a young man a neighbouring duchy had a quarrel with the lord of Parravon, and into a brief war Corin was thrust - a bow in his hands and a pot helm on his head. For 6 years the young Corin trudged from muddy field to muddy field with thousands of other peasants, led into battle by brave and valiant knights atop their mighty barded steeds. He was starved and soaked - beaten and bloodied. At times around the campfires Corin would overhear the muttering of disgruntled common-folk, sullying the name of their lords and cursing the gods for their lot in life. Such talk was an affront to Corin's sensibilities, for the gods and the gods alone decided upon a man's fate long since before he was a but a twinkle in his father's eye - the common folk served and the lordly folk ruled. Such was life in fair Bretonnia.
After Parravon claimed victory Corin was released to his usual life, hoping to put such violence far behind him. Alas, the village in which he grew up was burned to a cinder, and his parents and friends slain or worse. From town to town Corin did travel, searching for work and lodgings, but alas being the lone survivor of his village left an ugly mark upon his social status, causing most to avoid one so clearly cursed. With little else to lose, Corin took to the highways and forests, robbing and poaching in order to survive. It was an ignoble time in the life of Corin of the crossroads, and for two decades his wanted poster hung in the halls of Parravon, a princely sum for his capture. At times he would cross paths with other vagrants and outcasts, some of whom had fought side by side with Corin in the battles of yesteryear. The murmurings had grown in scale and in action - whispers of the brotherhood echoed about the forests and campsites known to those outside civil society. Time and time again Corin was offered comfort and security with the Brotherhood, but the guarded and wily peasant remained at arms length to those men. Criminal he may be, Corin maintained he was no traitor to Bretonnia. In the end the Brotherhood came for him by force. Corin barely escaped the attack, sending two of the ones who came for him straight to hell with arrows in their hearts. Wounded and weary, Corin was found collapsed and bleeding in the forest by a local huntsman who alerted the magistrate. The court proceedings were swift and an example was to be made of Corin as a warning to others. Death by burning - a most cruel and painful way to leave this world.
As Corin was strapped to the ritual chair and the pyre built around him, unseasonable torrential rains began to pour down from the heavens. For 3 days and 3 nights it rained, all the while Corin stayed restrained to the sodden pyre. The embarrassed magistrate removed him on the third day and decreed he shall instead be hung from the neck until dead.
As Corin stood atop the hangmans ladder, a heavy mist rolled through the town. So thick and so obscuring it was, none could see more than a few feet in front of themselves. The crowd booed and jeered, for they wanted to see the thief dangle and kick his last. Again, the embarrassed magistrate had Corin removed from the gallows, this time decreeing that he shall be drowned in the lake, surely a surefire and simple execution.
As Corin lay upon the platform-barge in the center of the lake, a hessian bag about his head and heavy stone weights about his ankles, a sudden rumbling shook the ground. A great whirlpool opened in the center of the lake, draining the water down to barely knee-deep. There on the silty bottom, exposed for all to see, was a lost marble statue of The Lady herself, standing proud next to the bound and bagged thief.
As one the crowd surged at the magistrate, demanding that Corin be freed, for surely he must be blessed to survive execution thrice. Unwilling to suffer a riot, the Magistrate quickly capitulated that Corin shall be granted leniency from execution, much to the delight of the crowding onlookers.
Corin was quickly bustled away into the keeps of Chinon, wherein the Lord decided that the reformed thief and poacher should accompany the next knightly party which came through town on their way to the crusades. With them he might find a sliver of redemption, and meet the fate The Lady has set for him…

Soon thereafter Corin was placed into the care of the Knights of Balin the Bright, brave and fearless men on a quest to resurrect their patron knight by way of the Grail. Corin was gracious in service to these fine exemplars of nobility and honour, leading the men through the dangerous forests and mountains of central Bretonnia to the foot of Massif Orcal wherein the Grail was rumoured to reside among countless other treasures in a dragons horde. In the ensuring battle against the great lizard, Corin's arrows flew true and struck deeply, buying the crusaders time to unleash the full blessings of their gods against the foul creature. As the fallen dragon's magic leaked and boiled from its many mortal wounds, the Grail stood resplendent among all other riches - Corin knew in his heart of hearts that the Lady had led him here to help these men collect her most favourite of favours. Returning to the shrine at Chinon the water from the Grail was used to revive Sir Balin the Bright, whom many whispered had a claim to the throne of Bretonnia. When approached, Corin immediately pledged his service and if needed his life to the arisen lord. Balin did smile kindly upon the prostrate man, and spoke the words that would change the peasants life forever…

No brother-knight prostrates themselves before me. Arise, Sir Corin of the Crossroads. As witness by the Lady herself, I knight thee.

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