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INSPIRATION
STRENGTH 17 +5 25 ft
PERSONALITY TRAITS
20 Hit Point Maximum 280
+11 Strength
+4
+5
Constitution CURRENT HIT POINTS
+4 Intelligence IDEALS
+5 Wisdom
20
+4 Charisma
BONDS
+4 +5 Acrobatics (Dex)
Total 20d10 Successes
+4
+4 Deception (Cha) NAME ATK DAMAGE/TYPE
+4 History (Int) Dagger +11 1d4+5 piercing Favored Enemy (dragons, giants, monstrosities)
+5 Insight (Wis)
18 Rapier +11 1d8+5 piercing
Natural Explorer (forest, mountain, desert)
+4 Intimidation (Cha)
Fighting Style (Archery)
WISDOM +10 Investigation (Int) Hand crossbow +11 1d6+5 piercing
Hunter's Prey (Colossus Slayer)
+5
+5 Medicine (Wis)
Primeval Awareness
+4 Nature (Int)
Dagger. Melee : +11 (1d4+5 piercing ; finesse,
+11 Perception (Wis) light, thrown (range 20/60)) Extra Attack (+1 Atk/round)
20 Rapier. Melee : +11 (1d8+5 piercing ; finesse)
+4 Performance (Cha) Defensive Tactics (Escape the Horde)
Hand crossbow. Ranged : +11 (1d6+5 piercing ;
CHARISMA +4 Persuasion (Cha) ammunition (range 30/120), light, loading)
Land's Stride
+4 Religion (Int)
+4 +5 Sleight of Hand (Dex)
Hide in Plain Sight
Multiattack (Volley)
+11 Stealth (Dex)
19 Vanish
+11 Survival (Wis)
Feral Senses
ADDITIONAL FEATURES
Efficient Quiver: Each of the quiver's three compartments connects to an extradimensional space that allows
the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment
can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins
or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or
spears.
Boots of Elvenkind: Advantage on dexterity (stealth) checks.
Wings of flying : When you activate its effect it transforms in a pair of bat wings. You gain flight speed of 60
ft.
Ring of evasion : This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail
a Dexterity saving throw while wearing it, you can use your Reaction to expend 1 of its Charges to succeed
on that saving throw instead.
Amulet of the drunkard: you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine.
Once the amulet has restored hit points, it can't do so again until the next dawn.
Circlet of blasting: you can use an action to cast the scorching ray spell with it. When you make the spell's
attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
CHARACTER BACKSTORY
TREASURE
19 +11
Ranger (Wis)
DAILY SPELLS TO PREPARE SPELLS SAVE DC SPELLS ATTACK BONUS
SPELLCASTING CLASS
0 CANTRIPS 3 5 6
flame arrows
wind wall
lightning arrow
water walk
SPELL
LEVEL SLOTS SLOTS EXPENDED
1 5 7
zephyr strike
absorb elements
ensnaring strike
4 5
hunter's mark
grasping vine
stoneskin
freedom of movement 8
2 5
healing spirit
cordon of arrows
darkvision
5 5 9
silence
conjure volley
tree stride
wrath of nature