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Level 3 Half-Elf Ranger, Hunter 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bricks
Hermit CLAIRE
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
15
SHIELD
AC
Favored Enemy. You have advantage on Survival
N
CIE C
checks to track your favored enemies, as well as on
+4 Strength Intelligence checks to recall information about
Y
PROFI


+2 them.
✘ +4 Dexterity
Undead.
+2 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Natural Explorer. When you make an Intelligence or
MAXIMUM HIT DICE TEMPORARY Wisdom check related to your favored terrain, your
15 +2 Wisdom

+0 Charisma
25 3d10 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:Difficult terrain doesn’t slow your
+2 group’s travel.Your group can’t become lost except
by magical means.Even when you are engaged in
CURRENT HIT POINTS another activity while traveling, you remain alert to
CONSTITUTION DEATH SAVING THROWS
danger.If you are traveling alone, you can move
SAVING THROWS
stealthily at a normal pace.When you forage, you
14 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
find twice as much food as you normally
would.While tracking other creatures, you also learn
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION their exact number, their sizes, and how long ago
+2 Animal Handling (Wis)
they passed through the area.
+2 ✘ +3 Arcana (Int) Darkvision Forest.
+2 Athletics (Str)
Fighting Style.
INTELLIGENCE +0 Deception (Cha) Archery. You gain a +2 bonus to attack rolls you
make with ranged weapons.
12 +1 History (Int)
+2 Insight (Wis) Primeval Awareness (Action). You can expend one
ranger spell slot to focus your awareness on the
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS region around you.For 1 minute per level of the
+1 +1 Investigation (Int) spell slot you expend, you can sense whether the
Fey Ancestry. You have advantage on saving following types of creatures are present within 1
✘ +4 Medicine (Wis)
throws against being charmed, and magic can’t mile of you (or within up to 6 miles if you are in your
WISDOM +1 Nature (Int) favored terrain): aberrations, celestials, dragons,
put you to sleep.
elementals, fey, fiends, and undead. This feature
15 ✘ +4 Perception (Wis)
+0 Performance (Cha)
doesn’t reveal the creatures’ location or number.

Horde Breaker. Once on each of your turns when


+0 Persuasion (Cha)
+2 you make a weapon attack, you can make another
✘ +3 Religion (Int) attack with the same weapon against a different
creature that is within 5 feet of the original target
+2 Sleight of Hand (Dex)
and within range of your weapon.
CHARISMA ✘ +4 Stealth (Dex)

10 ✘ +4 Survival (Wis)
SKILLS

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Longbow 150/600 +6 vs AC 1d8+2 piercing
Ammunition, Heavy, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Halfling, Infernal, Deep


Speech

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 78 5'8" 176 lb.
GENDER AGE HEIGHT WEIGHT
Bricks Green Brown White
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Back in Elanse, Brickshaw had lived as an aid for a high noble lady, Ylanna, who he had grown up with after her mother
had took him in as a slave. Despite Brickshaw's handsome and definite elven looks, he was treated unfairly by the noble
society as he was a half-elf. Many decades later, Bricks, who had been shown affection and support by Ylanna had
I feel tremendous empathy for all who suffer. confessed his unyielding love from the start, promising her a life of freedom and love. However Ylanna had never
I’m oblivious to etiquette and social expectations. thought of him as anything but an aid or a slave thus her fiance-to-be, a nasty noble, had framed him and was
unfortunately exiled from his country. He travelled far and wide for a decade while harboring hatred in his heart. His
naturally kind-hearted nature didn't leave him even though he polished his ranger and hunter skills with vigor due to
the hate. After another few years, Bricks finally settled somewhere in Tyr from forests to mountains and eventually to
Dradow.
PERSONALITY TRAITS

Live and Let Live. Meddling in the affairs of others


only causes trouble. (Neutral)

IDEAL

I entered seclusion because I loved someone I could


not have.

BOND

I harbor dark, bloodthirsty thoughts that my isolation


and meditation failed to quell.

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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
Explorer’s Pack 1 10 Potion of Healing 5 2.5
Herbalism Kit 1 3
Dagger 1 1
[Longbow] 1 2
Arrow 50 2.5
Drow Poison 5 2.5
[Leather] 1 10
Component Pouch 1 2

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

35.5 lb / 225 lb 450 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.
Wisdom +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Hunter

1ST LEVEL 3 SPELL SLOTS Cure Wounds Hail of Thorns


Hunter’s Mark
Cure Wounds Hail of Thorns Hunter’s Mark
1st-level evocation 1st-level conjuration 1st-level divination

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Touch RANGE Self RANGE 90 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V

A creature you touch regains a number of hit points equal to 1d8 + The next time you hit a creature with a ranged weapon attack before You choose a creature you can see within range and mystically mark
your spellcasting ability modifier. This spell has no effect on undead the spell ends, this spell creates a rain of thorns that sprouts from it as your quarry. Until the spell ends, you deal an extra 1d6 damage
or constructs. your ranged weapon or ammunition. In addition to the normal effect to the target whenever you hit it with a weapon attack, and you have
At Higher Levels. When you cast this spell using a spell slot of 2nd of the attack, the target of the attack and each creature within 5 feet advantage on any Wisdom (Perception) or Wisdom (Survival) check
level or higher, the healing increases by 1d8 for each slot level above of it must make a Dexterity saving throw. A creature takes 1d10 you make to find it. If the target drops to 0 hit points before this spell
1st. piercing damage on a failed save, or half as much damage on a ends, you can use a bonus action on a subsequent turn of yours to
successful one. mark a new creature.
At Higher Levels. If you cast this spell using a spell slot of 2nd level At Higher Levels. When you cast this spell using a spell slot of 3rd
or higher, the damage increases by 1d10 for each slot level above 1st or 4th level, you can maintain your concentration on the spell for up
(to a maximum of 6d10). to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Explorer’s Pack Herbalism Kit Potion of Healing
Equipment Packs Tools Potions

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Proficiency with an herbalism kit allows you to identify plants You regain 2d4 + 2 hit points when you drink this potion.
torches, 10 days of rations, and a waterskin. The pack also and safely collect their useful elements. Whatever its potency, the potion’s red liquid glimmers
has 50 feet of hempen rope strapped to the side of it. Components. An herbalism kit includes pouches to store when agitated.
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

10 lbs. Player’s Handbook 3 lbs. Player’s Handbook ½ lb. Dungeon Master’s Guide

Dagger Longbow Arrow


Weapons Weapons Ammunition

Arrows are used with a bow to make a ranged attack.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Drow Poison Leather Component Pouch


Poison Armor Adventuring Gear

This poison is typically made only by the draw, and only in a The breastplate and shoulder protectors of this armor are A component pouch is a small, watertight leather belt
place far removed from sunlight. A creature subjected to made of leather that has been stiffened by being boiled in pouch that has compartments to hold all the material
this poison must succeed on a DC 13 Constitution saving oil. The rest of the armor is made of softer and more components and other special items you need to cast your
throw or be poisoned for 1 hour. If the saving throw fails by flexible materials. spells, except for those components that have a specific
5 or more, the creature is also unconscious while poisoned cost (as indicated in a spell's description).
in this way. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.

½ lb. Dungeon Master’s Guide 10 lb. Player’s Handbook 2 lb. Player’s Handbook

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