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Level 2 Half-Elf Ranger 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Sovac
Urban Bounty Hunter Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Favored Enemy. You have advantage on Survival
N
CIE C
Defense (Fighting Style) (1) checks to track your favored enemies, as well as on
+2 Strength Intelligence checks to recall information about
Y
PROFI


+0 them.
✘ +5 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
16 +2 Wisdom

+0 Charisma
24 2d10 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
+3 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

+5 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 +1 Arcana (Int) Darkvision Forest.
✘ +2 Athletics (Str)
Fighting Style.
INTELLIGENCE +0 Deception (Cha) Defense. While you are wearing armor, you gain a
+1 bonus to AC.
12 ✘
+1 History (Int)
+4 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 ✘ +3 Investigation (Int)
+2 Medicine (Wis) Fey Ancestry. You have advantage on saving
WISDOM
throws against being charmed, and magic can’t
+1 Nature (Int) put you to sleep.

14 ✘ +4 Perception (Wis)
+0 Performance (Cha)
+0 Persuasion (Cha)
+2 +1 Religion (Int)
+3 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

10 ✘ +4 Survival (Wis)
SKILLS

+0 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS
Longbow 150/600 +5 vs AC 1d8+3 piercing
Ammunition, Heavy, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Thieves’ tools, Dice set

Languages. Common, Elvish, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Sovac
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
any place that’s large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.

BOND

FLAW BACKGROUND STORY

Feature: Ear to the Ground


You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

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
[Studded Leather] 1 13
[Rapier] 1 2
Shortsword 1 2
Longbow 1 2
Arrow 1 .05
Dice Set 1 —
Thieves’ Tools 1 1

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

20.1 lb / 150 lb 300 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

1ST LEVEL 2 SPELL SLOTS Cure Wounds Hunter’s Mark


Cure Wounds Hunter’s Mark
1st-level evocation 1st-level divination

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE Touch RANGE 90 feet
DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V

A creature you touch regains a number of hit points equal to 1d8 + You choose a creature you can see within range and mystically mark
your spellcasting ability modifier. This spell has no effect on undead it as your quarry. Until the spell ends, you deal an extra 1d6 damage
or constructs. 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 advantage on any Wisdom (Perception) or Wisdom (Survival) check
level or higher, the healing increases by 1d8 for each slot level above you make to find it. If the target drops to 0 hit points before this spell
1st. ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
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


Studded Leather Rapier Shortsword
Armor Weapons Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Longbow Arrow Dice Set


Weapons Ammunition Tools

Arrows are used with a bow to make a ranged attack. If you are proficient with the Dice Set, you can add your
proficiency bonus to ability checks you make to play a
game.

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

Thieves’ Tools
Tools

Perhaps the most common tools used by adventurers, thieves’


tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
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

1 lbs. Player’s Handbook


Darkvision Fey Ancestry Favored Enemy
Vision Racial Trait Class Feature

Many creatures in the worlds of D&D, especially those that You have advantage on saving throws against being Beginning at 1st level, you have significant experience
dwell underground, have darkvision. Within a specified charmed, and magic can’t put you to sleep. studying, tracking, hunting, and even talking to a certain
range, a creature with darkvision can see in darkness as if type of enemy.
the darkness were dim light, so areas of darkness are only Choose a type of favored enemy: aberrations, beasts,
lightly obscured as far as that creature is concerned. celestials, constructs, dragons, elementals, fey, fiends,
However, the creature can’t discern color in darkness, only giants, monstrosities, oozes, plants, or undead.
shades of gray. Alternatively, you can select two races of humanoid (such
as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to
recall information about them.
When you gain this feature, you also learn one language
of your choice that is spoken by your favored enemies, if
they speak one at all.
You choose one additional favored enemy, as well as an
associated language, at 6th and 14th level. As you gain
levels, your choices should reflect the types of monsters
you have encountered on your adventures.

Half-Elf Player’s Handbook Half-Elf Player’s Handbook Ranger Player’s Handbook

Undead Natural Explorer Forest


Class Feature Class Feature Class Feature

Undead are once-living creatures brought to a horrifying You are particularly familiar with one type of natural You are particularly familiar with one type of natural
state of undeath through the practice of necromantic environment and are adept at traveling and surviving in environment and are adept at traveling and surviving in
magic or some unholy curse. Undead include walking such regions. Choose one type of favored terrain: arctic, such regions. When you make an Intelligence or Wisdom
corpses, such as vampires and zombies, as well as bodiless coast, desert, forest, grassland, mountain, swamp, or the check related to your favored terrain, your proficiency
spirits, such as ghosts and specters. Underdark. When you make an Intelligence or Wisdom bonus is doubled if you are using a skill that you’re
check related to your favored terrain, your proficiency proficient in.
bonus is doubled if you are using a skill that you’re While traveling for an hour or more in your favored
proficient in. terrain, you gain the following benefits:
While traveling for an hour or more in your favored • Difficult terrain doesn’t slow your group’s travel.
terrain, you gain the following benefits: • Your group can’t become lost except by magical
• Difficult terrain doesn’t slow your group’s travel. means.
• Your group can’t become lost except by magical • Even when you are engaged in another activity while
means. traveling (such as foraging, navigating, or tracking), you
• Even when you are engaged in another activity while remain alert to danger.
traveling (such as foraging, navigating, or tracking), you • If you are traveling alone, you can move stealthily at a
remain alert to danger. normal pace.
• If you are traveling alone, you can move stealthily at a • When you forage, you find twice as much food as you
normal pace. normally would.
• When you forage, you find twice as much food as you • While tracking other creatures, you also learn their
normally would. exact number, their sizes, and how long ago they passed
• While tracking other creatures, you also learn their through the area.
exact number, their sizes, and how long ago they passed
through the area.

You choose additional favored terrain types at 6th and 10th


level.

Favored Enemy Player’s Handbook Ranger Player’s Handbook Natural Explorer Player’s Handbook

Fighting Style Defense


Class Feature Class Feature

At 2nd level, you adopt a particular style of fighting as your While you are wearing armor, you gain a +1 bonus to AC.
specialty. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if you
later get to choose again.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged
weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Ranger Player’s Handbook Fighting Style Player’s Handbook

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