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Level 1 Half-Elf Ranger 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ayammit Flores
Acolyte Neutral Evil Vito
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Favored Enemy. You have advantage on Survival
N
CIE C
checks to track your favored enemies, as well as on
+3 Strength Intelligence checks to recall information about
Y
PROFI


+1 them.
✘ +4 Dexterity
Beasts.
+0 Constitution ARMOR CLASS
DEXTERITY
+3 Intelligence
Natural Explorer. When you make an Intelligence or
MAXIMUM HIT DICE TEMPORARY Wisdom check related to your favored terrain, your
15 +1 Wisdom

+0 Charisma
10 1d10 proficiency bonus is doubled if you are using a skill
that you’re proficient in. While traveling for an hour
CONDITIONAL
or more in your favored terrain, you gain the
following benefits:
+2 Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical
CURRENT HIT POINTS means.
CONSTITUTION DEATH SAVING THROWS
Even when you are engaged in another activity
SAVING THROWS
while traveling, you remain alert to danger.
10 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
If you are traveling alone, you can move stealthily
at a normal pace.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION When you forage, you find twice as much food as
+1 Animal Handling (Wis)
you normally would.
+0 +3 Arcana (Int) Darkvision While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
✘ +3 Athletics (Str)
they passed through the area.
INTELLIGENCE +0 Deception (Cha) Forest.

16 ✘
+3 History (Int)

+3 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)

+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against


WISDOM
being charmed, and magic can’t put you to sleep.
+3 Nature (Int)

13 ✘ +3 Perception (Wis)

+0 Performance (Cha)
+0 Persuasion (Cha)
+1 ✘ +5 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)

10 ✘ +3 Survival (Wis)
SKILLS

+0 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Dwarvish, Deep


Speech, Druidic, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 15 1,67 m. 56 Kg.
GENDER AGE HEIGHT WEIGHT
Ayammit Flores Gray Brown Gray
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I see omens in every event and action. The gods try thing as channeling divine power.
to speak to us, we just need to listen
I see omens in every event and action. The gods try Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
to speak to us, we just need to listen
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Aspiration. I seek to prove myself worthy of my god’s


favor by matching my actions against his or her
teachings. (Any)

IDEAL

I seek to preserve a sacred text that my enemies


consider heretical and seek to destroy.

BOND

I am suspicious of strangers and expect the worst of


them.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Dungeoneer’s Pack 1 10
Thieves’ Tools 1 1
[Leather] 1 10
[Crossbow, Light] 1 5
Dagger 1 1
Crossbow Bolt 1 .05

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

27.1 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dungeoneer’s Pack Thieves’ Tools Leather
Equipment Packs Tools Armor

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 Perhaps the most common tools used by adventurers, thieves’ The breastplate and shoulder protectors of this armor are
torches, a tinderbox, 10 days of rations, and a waterskin. tools are designed for picking locks and foiling traps. made of leather that has been stiffened by being boiled in
The pack also has 50 feet of hempen rope strapped to the Proficiency with the tools also grants you a general knowledge oil. The rest of the armor is made of softer and more
side of it. of traps and locks. flexible materials.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

10 lbs. System Reference Document 1 lbs. System Reference Document 10 lb. System Reference Document

Crossbow, Light Dagger Crossbow Bolt


Weapons Weapons Ammunition

Crossbow bolts are used with a crossbow to make a ranged


attack.

5 lb. System Reference Document 1 lb. System Reference Document 1/20 lb. System Reference Document

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