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Level 9 Half-Elf (Wood Elf) Ranger Variant, Gloom Stalker 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Anglach Cinéreo
Duskwood Forester Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sharpshooter. Attacking at long range doesn’t


STRENGTH Unarmored (15) 15 impose disadvantage on your ranged weapon attack
rolls.Your ranged weapon attacks ignore half cover
PROFICIENCY BONUS +4
13
SHIELD
AC and three-quarters cover.Before you make an attack
with a ranged weapon that you are proficient with,
N
CIE C
you can choose to take a - 5 penalty to the attack
+5 Strength roll. If the attack hits, you add +10 to the attack’s
Y
PROFI


+1 damage.
✘ +9 Dexterity

+2 Constitution ARMOR CLASS Darkvision. You can see in dim light within 60 feet
DEXTERITY
+1 Intelligence
of you as if it were bright light, and in darkness as if
MAXIMUM HIT DICE TEMPORARY it were dim light.
20 ✘ +8 Wisdom

+2 Charisma
59 9d10
Favored Foe. You can mark a favored enemy 4
CONDITIONAL
times per long rest increasing your damage done by
1d6 in the first hit on each turns.
+5
Fighting Style.
CURRENT HIT POINTS Archery. You gain a +2 bonus to attack rolls you
CONSTITUTION DEATH SAVING THROWS
make with ranged weapons.
SAVING THROWS

14 N
CIE C

+5 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
40ft.
SWIM
40ft.
Spellcasting Focus. You can use a druidic focus as a
spellcasting focus for your ranger spells.
Y
PROFI

RT

EXPE

✘ +8 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Gloom Stalker. Gloom Stalkers are at home in the
+2 +1 Arcana (Int) Darkvision darkest places: deep under the earth, in gloomy
alleyways, in primeval forests, and wherever else
+1 Athletics (Str)
the light dims.
INTELLIGENCE +2 Deception (Cha)
Extra Attack. You can attack twice, instead of once,
12 +1 History (Int)
+4 Insight (Wis)
whenever you take the Attack action on your turn.

Land’s Stride. Moving through nonmagical difficult


+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS terrain costs you no extra movement. You can also
+1 +1 Investigation (Int) pass through nonmagical plants without being
Fey Ancestry. You have advantage on saving slowed by them and without taking damage from
+4 Medicine (Wis)
throws against being charmed, and magic can’t them if they have thorns, spines, or a similar
WISDOM ✘ +5 Nature (Int) hazard.You have advantage on saving throws
put you to sleep.
against plants that are magically created or
18 ✘✘ +12 Perception (Wis)

+2 Performance (Cha)
manipulated to impede movement, such those
created by the entangle spell.
+2 Persuasion (Cha)
+4 Dread Ambusher. At the start of your first turn,
+1 Religion (Int) your walking speed increases by 10ft until the end
of that turn. If you attack that turn, make one
+5 Sleight of Hand (Dex)
additional weapon attack. If it hits, the target takes
CHARISMA ✘ +9 Stealth (Dex) an extra 1d8 damage.

14 ✘ +8 Survival (Wis)
SKILLS
Umbral Sight. While in darkness, you are invisible to
any creature that relies on darkvision to see you in
that darkness.
+2 22 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +9 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Woodcarver’s tools

Languages. Halfling, Common, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 45 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Anglach Cinéreo Green White Gray
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have become one of the rare few who have walked the trails and trackless tangles of the largest and wildest forest
in the Border Kingdoms, and survived its plentiful monsters long enough to gain not just woodcraft, but a mastery of the
secrets unique to the Duskwood, its waterflows and prevalent breezes, its topography and hidden caverns (all of them
beast-lairs, these days), and the habitual hunting ranges of its most formidable monstrous inhabitants. You can hunt,
guide, trap and find your way through the Duskwood with a far lower chance of getting lost than others, and you know
where specific beasts (and types of flora) are most likely to be found; enough to make a living from this.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Naturalist Guide
You have spent most of your adult life under the
broadleaf canopies of the great and wild forests of
the Border Kingdoms. As a result, you are extremely
familiar with the terrain, inhabitants, and hazards
found in these untamed and vast woods. You can
always find game, edible plants and berries, and
fresh water for yourself and up to five other people
each day while in the forest

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

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

lb / 195 lb 390 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 +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Gloom Stalker

1ST LEVEL 4 SPELL SLOTS Disguise Self Speak with Animals

2ND LEVEL 3 SPELL SLOTS Beast Sense Rope Trick

3RD LEVEL 2 SPELL SLOTS Fear Speak with Plants


Disguise Self Speak with Animals Beast Sense
1st-level illusion 1st-level divination (ritual) 2nd-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Self RANGE Touch
DURATION 1 hour DURATION 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS S

You make yourself—including your clothing, armor, weapons, and You gain the ability to comprehend and verbally communicate with You touch a willing beast. For the duration of the spell, you can use
other belongings on your person—look different until the spell ends beasts for the duration. The knowledge and awareness of many your action to see through the beast’s eyes and hear what it hears,
or until you use your action to dismiss it. You can seem 1 foot shorter beasts is limited by their intelligence, but at minimum, beasts can and continue to do so until you use your action to return to your
or taller and can appear thin, fat, or in between. You can’t change give you information about nearby locations and monsters, including normal senses.
your body type, so you must adopt a form that has the same basic whatever they can perceive or have perceived within the past day.
arrangement of limbs. Otherwise, the extent of the illusion is up to You might be able to persuade a beast to perform a small favor for
you. you, at the DM’s discretion.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Gloom Stalker Magic (Ranger Variant) Player’s Handbook Primeval Awareness Variant (Ranger Variant) Player’s Handbook Primeval Awareness Variant (Ranger Variant) Player’s Handbook

Rope Trick Fear Speak with Plants


2nd-level transmutation 3rd-level illusion 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self (30-foot cone) RANGE Self (30-foot radius)
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION 10 minutes
COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment) COMPONENTS V, S, M (a white feather or the heart of a hen) COMPONENTS V, S

You touch a length of rope that is up to 60 feet long. One end of the You project a phantasmal image of a creature’s worst fears. Each You imbue plants within 30 feet of you with limited sentience and
rope then rises into the air until the whole rope hangs perpendicular creature in a 30-foot cone must succeed on a Wisdom saving throw animation, giving them the ability to communicate with you and
to the ground. At the upper end of the rope, an invisible entrance or drop whatever it is holding and become frightened for the follow your simple commands. You can question plants about events
opens to an extradimensional space that lasts until the spell ends. duration. in the spell’s area within the past day, gaining information about
The extradimensional space can be reached by climbing to the top of While frightened by this spell, a creature must take the Dash action creatures that have passed, weather, and other circumstances. You
the rope. The space can hold as many as eight Medium or smaller and move away from you by the safest available route on each of its can also turn difficult terrain caused by plant growth (such as thickets
creatures. The rope can be pulled into the space, making the rope turns, unless there is nowhere to move. If the creature ends its turn and undergrowth) into ordinary terrain that lasts for the duration. Or
disappear from view outside the space. Attacks and spells can’t cross in a location where it doesn’t have line of sight to you, the creature you can turn ordinary terrain where plants are present into difficult
through the entrance into or out of the extradimensional space, but can make a Wisdom saving throw. On a successful save, the spell terrain that lasts for the duration, causing vines and branches to
those inside can see out of it as if through a 3-foot-by-5-foot window ends for that creature. hinder pursuers, for example. Plants might be able to perform other
centered on the rope. Anything inside the extradimensional space tasks on your behalf, at the DM’s discretion. The spell doesn’t enable
drops out when the spell ends. plants to uproot themselves and move about, but they can freely
move branches, tendrils, and stalks. If a plant creature is in the area,
you can communicate with it as if you shard a common language, but
you gain no magical ability to influence it. This spell can cause the
plants created by the entangle spell to release a restrained creature.

Gloom Stalker Magic (Ranger Variant) Player’s Handbook Gloom Stalker Magic (Ranger Variant) Player’s Handbook Primeval Awareness Variant (Ranger Variant) Player’s Handbook

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