Professional Documents
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STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Studded Leather 17 were bright light, and in darkness as if it were dim light.
9
SHIELD
AC 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
N
CIE C
choose to take a - 5 penalty to the attack roll. If the attack hits, you
+2 Strength
Y
PROFI
20 +3 Wisdom
+1 Charisma
66 8d10 Natural Explorer. When you make an Intelligence or Wisdom check
related to your favored terrain, your proficiency bonus is doubled if
you are using a skill that you’re proficient in. While traveling for an
CONDITIONAL hour or more in your favored terrain, you gain the following
+5 benefits: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, you remain alert to
CURRENT HIT POINTS 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
CONSTITUTION DEATH SAVING THROWS
normally would.While tracking other creatures, you also learn their
SAVING THROWS exact number, their sizes, and how long ago they passed through
RT
EXPE
✘ +2 Athletics (Str) Horizon Walker. Horizon Walkers guard the world against threats
that originate from other planes or that seek to ravage the mortal
INTELLIGENCE +1 Deception (Cha) realm with otherworldly magic.
12 +1 History (Int)
+3 Insight (Wis)
Primeval Awareness (Action). You can 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
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS within up to 6 miles if you are in your favored terrain): aberrations,
+1 +1 Investigation (Int)
celestials, dragons, elementals, fey, fiends, and undead. This feature
doesn’t reveal the creatures’ location or number.
+3 Medicine (Wis) Fey Ancestry. Advantage on saving throws against Extra Attack. You can attack twice, instead of once, whenever you
WISDOM
being charmed, and magic can’t put you to sleep. take the Attack action on your turn.
✘ +4 Nature (Int)
Land’s Stride. Moving through nonmagical difficult terrain costs you
16 ✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they no extra movement. You can also pass through nonmagical plants
meditate deeply, remaining semiconscious, for 4 without being slowed by them and without taking damage from
+1 Performance (Cha) hours a day. them if they have thorns, spines, or a similar hazard.You have
advantage on saving throws against plants that are magically
+1 Persuasion (Cha)
+3 +1 Religion (Int)
Summer. Summer is the season of boldness and created or manipulated to impede movement, such those created
by the entangle spell.
aggression, a time of unfettered energy.
Detect Portal (Action—1/Short Rest). You detect the distance and
+5 Sleight of Hand (Dex) direction to the closest planar portal within 1 mile of you.
CHARISMA Fey Step (Bonus Action—1/Short Rest). You can
✘ +8 Stealth (Dex) magically teleport up to 30 feet to an unoccupied Planar Warrior. As a bonus action, choose one creature you can see
13 ✘ +6 Survival (Wis) space you can see. within 30 feet of you. The next time you hit that creature on this
turn with a weapon attack, all damage dealt by the attack becomes
SKILLS force damage, and the creature takes an extra 1d8 force damage
Fey Step (Summer). Immediately after you use from the attack.
your Fey Step, each creature of your choice that
+1 16 PASSIVE PERCEPTION you can see within 5 feet of you takes 1 fire Ethereal Step (Bonus Action—1/Short Rest). You can cast the
etherealness spell with this feature, without expending a spell slot,
damage. but the spell ends at the end of the current turn.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
PERSONALITY TRAITS
IDEAL
BOND
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.
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
[Longbow] 1 2
Shortsword 1 2
[Studded Leather] 1 13
0 0 0 0 0
17 lb / 135 lb 270 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 N/A
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE Touch
DURATION Concentration, up to 1 hour DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)
You choose a creature you can see within range and mystically mark You touch a creature. The target’s speed increases by 10 feet until Until the spell ends, one willing creature you touch is protected
it as your quarry. Until the spell ends, you deal an extra 1d6 damage the spell ends. against certain types of creatures: aberrations, celestials, elementals,
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 fey, fiends, and undead. The protection grants several benefits.
advantage on any Wisdom (Perception) or Wisdom (Survival) check level or higher, you can target one additional creature for each slot Creatures of those types have disadvantage on attack rolls against
you make to find it. If the target drops to 0 hit points before this spell level above 1st. the target. The target also can’t be charmed, frightened, or possessed
ends, you can use a bonus action on a subsequent turn of yours to by them. If the target is already charmed, frightened, or possessed by
mark a new creature. such a creature, the target has advantage on any new saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd against the relevant effect.
or 4th level, you can maintain your concentration on the spell for up
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 Horizon Walker Magic (Ranger) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS S COMPONENTS V, S
You move like the wind. Until the spell ends, your movement doesn’t You touch a willing beast. For the duration of the spell, you can use You call forth a nature spirit to soothe the wounded. The intangible
provoke opportunity attacks. your action to see through the beast’s eyes and hear what it hears, spirit appears in a space that is a 5-foot cube you can see within
Once before the spell ends, you can give yourself advantage on one and continue to do so until you use your action to return to your range. The spirit looks like a transparent beast or fey (your choice).
weapon attack roll on your turn. That attack deals an extra 1d8 force normal senses. Until the spell ends, whenever you or a creature you can see moves
damage on a hit. Whether you hit or miss, your walking speed into the spirit’s space for the first time on a turn or starts its turn
increases by 30 feet until the end of that turn. there, you can cause the spirit to restore 1d6 hit points to that
creature (no action required). The spirit can’t heal constructs or
undead. The spirit can heal a number of times equal to 1 + your
spellcasting ability modifier (minimum of twice). After healing that
number of times, the spirit disappears.
As a bonus action on your turn, you can move the Spirit up to 30
feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d6 for each slot level above
2nd.
Spellcasting (Ranger) Xanathar’s Guide to Everything Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything
Briefly surrounded by silvery mist, you teleport up to 30 feet to an You step into the border regions of the Ethereal Plane, in the area
unoccupied space that you can see. where it overlaps with your current plane. You remain in the Border
Ethereal for the duration or until you use your action to dismiss the
spell. During this time, you can move in any direction. If you move up or
down, every foot of movement costs an extra foot. You can see and
hear the plan you originated from, but everything there looks gray, and
you can’t see anything more than 60 feet away. While on the Ethereal
Plane, you can only affect and be affected by other creatures on that
plane. Creatures that aren’t on the Ethereal Plane can’t perceive you
and can’t interact with you, unless a special ability or magic has given
them the ability to do so. You ignore all objects and effects that aren’t
on the Ethereal Plane, allowing you to move through objects you
perceive on the plan you originated from. When the spell ends, you
immediately return to the plane you originated from in the spot you
currently occupy. If you occupy the same spot as a solid object or
creature when this happens, you are immediately shunted to the
nearest unoccupied space that you can occupy and take force damage
equal to twice the number of feet you are moved. This spell has no
effect if you cast it while you are on the Ethereal Plane or a plane that
doesn’t border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th
level or higher, you can target up to three willing creatures (including
you) for each slot level above 7th. The creatures must be within 10 feet
of you when you cast the spell.
Horizon Walker Magic (Ranger) Player’s Handbook Ethereal Step (Ranger) Player’s Handbook
Longbow Shortsword Studded Leather
Weapons Weapons Armor