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LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON
F AC DESCRIPTION
● +3 STR 0
PRO
INT
12 Armor Studded Leather
25 +2 15
Set Max HP
STRENGTH ● +5 DEX +3 WIS
Shield
+1 +1 CON
RESISTANCES
-1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
3 Dex Medium Armor Heavy Armor
Magic
12 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. vs. being charmed; Magic +3 ARMOR
+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
0
-1 Deception (Cha) > Common Flute
0 History (Int) > Elvish
● +5 Insight (Wis) Draconic
10
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BACKGROUND FEATURE
Chaotic Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME
SYMBOL
“Once I choose my prey, I never lose the trail or miss my mark. The hunt is all.”
The last remaining member of your tribe, you are the epitome of the rugged individualist. You know better
than to ascribe qualities such as mercy or bounty to the forests of your youth. There are a thousand ways to
die in the wilderness, and you have survived through muscle, wits, and will.
You grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in your
blood. Even in places where you don’t know the specific features of the terrain, you know the way of the wild.
APPEARANCE
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
SPELL SLOTS
CHARACTER NAME
1ST LEVEL
> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Goodberry Create 10 berries; 1 a to eat 1 berry for 1 hp and nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
> Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
> Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area SOURCES (‘B’ COLUMN)
atk Attack obsc. Obscured cons. The material component is consumed by the spell E Elemental Evil Player's Companion
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting P Player's Handbook D&D 5th edition
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting S Sword Coast Adventure Guide
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware U Unearthed Arcana
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)