You are on page 1of 6

Level 5 Human (Mark of Finding) Ranger, Monster Slayer 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Manuel
Haunted One Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather 16 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
11
SHIELD
AC Sharpshooter. Attacking at long range doesn’t impose
disadvantage on your ranged weapon attack rolls.Your
N
CIE C ranged weapon attacks ignore half cover and three-
+3 Strength
Y
PROFI

✘ quarters cover.Before you make an attack with a ranged


+0 weapon that you are proficient with, you can choose to
✘ +7 Dexterity
take a - 5 penalty to the attack roll. If the attack hits, you
+2 Constitution ARMOR CLASS add +10 to the attack’s damage.
DEXTERITY
+0 Intelligence Favored Enemy. You have advantage on Survival checks to
MAXIMUM HIT DICE TEMPORARY

18
track your favored enemies, as well as on Intelligence
+4 Wisdom checks to recall information about them.
46 5d10
+2 Charisma Aberrations.
CONDITIONAL
Natural Explorer. When you make an Intelligence or
+4 Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that
CURRENT HIT POINTS you’re proficient in. While traveling for an hour or more in
your favored terrain, you gain the following
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS benefits:Difficult terrain doesn’t slow your group’s


travel.Your group can’t become lost except by magical
15 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
means.Even when you are engaged in another activity
while traveling, you remain alert to danger.If you are
Y
PROFI

RT

EXPE
traveling alone, you can move stealthily at a normal
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
pace.When you forage, you find twice as much food as you
+2 ✘ +3 Arcana (Int) Darkvision normally would.While tracking other creatures, you also
learn their exact number, their sizes, and how long ago
+0 Athletics (Str) they passed through the area.
Underdark.
INTELLIGENCE +2 Deception (Cha)
Fighting Style.
11 +0 History (Int)
+4 Insight (Wis)
Archery. You gain a +2 bonus to attack rolls you make
with ranged weapons.

+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Monster Slayer. You have dedicated yourself to hunting
+0 ✘ +3 Investigation (Int)
down creatures of the night and wielders of grim magic.

+4 Medicine (Wis) Hunter’s Intuition. When you make a Perception Primeval Awareness (Action). You can expend one ranger
or Survival check, you can roll a d4 and add the spell slot to focus your awareness on the region around
WISDOM ✘ +3 Nature (Int) you.For 1 minute per level of the spell slot you expend, you
number rolled to the ability check. can sense whether the following types of creatures are

19 ✘ +7 Perception (Wis)
+2 Performance (Cha)
Finder’s Magic (1/Long Rest). You can cast the
hunter’s mark and locate object spells with this
present within 1 mile of you (or within up to 6 miles if you
are in your favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead. This feature
+2 Persuasion (Cha) trait using Wisdom as your spellcasting ability. doesn’t reveal the creatures’ location or number.
+4 +0 Religion (Int) Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
+4 Sleight of Hand (Dex)
CHARISMA +4 Stealth (Dex) Hunter's Sense (Action—4/Long Rest). Choose 1 creature
wthin 60ft. You learn its damage immunities, resistances,

15 ✘ +7 Survival (Wis)
SKILLS
or vulnerabilities, if it's hidden from divination magic, you
sense it has none.

Slayer's Prey (Bonus Action). Designate 1 creature within


+2 17 PASSIVE PERCEPTION 60ft, the first time each turn you hit that target with a
weapon attack, it takes an extra 1d6 damage from the
weapon. This benefit lasts until you finish a short or long
rest. It ends early if you designate a different creature.
ADVANTAGE

INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +9 vs AC 1d8+4 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS
Shortsword 5 ft +7 vs AC 1d6+4 piercing
Finesse, Light
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Goblin, Undercommon, Deep


Speech, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Manuel
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
destroys you.

PERSONALITY TRAITS

I like to know my enemy’s capabilities and


weaknesses before rushing into battle. (Lawful)

IDEAL

BOND

FLAW BACKGROUND STORY

Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

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
[Longbow] 1 2
Shortsword 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

17 lb / 165 lb 330 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 +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Monster Slayer

1ST LEVEL 4 SPELL SLOTS Absorb Elements Cure Wounds


Protection from Evil and Good Snare

2ND LEVEL 2 SPELL SLOTS Animal Messenger Zone of Truth


Absorb Elements Cure Wounds Protection from Evil and Good
1st-level abjuration 1st-level evocation 1st-level abjuration

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Touch RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS S COMPONENTS V, S COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

The spell captures some of the incoming energy, lessening its effect A creature you touch regains a number of hit points equal to 1d8 + Until the spell ends, one willing creature you touch is protected
on you and storing it for your next melee attack. You have resistance your spellcasting ability modifier. This spell has no effect on undead against certain types of creatures: aberrations, celestials, elementals,
to the triggering damage type until the start of your next turn. Also, or constructs. fey, fiends, and undead. The protection grants several benefits.
the first time you hit with a melee attack on your next turn, the At Higher Levels. When you cast this spell using a spell slot of 2nd Creatures of those types have disadvantage on attack rolls against
target takes an extra 1d6 damage of the triggering type, and the spell level or higher, the healing increases by 1d8 for each slot level above the target. The target also can’t be charmed, frightened, or possessed
ends. 1st. by them. If the target is already charmed, frightened, or possessed by
At Higher Levels. When you cast this spell using a spell slot of 2nd such a creature, the target has advantage on any new saving throw
level or higher, the extra damage increases by 1d6 for each slot level against the relevant effect.
above 1st.

Spellcasting (Ranger) Princes of the Apocalypse Spellcasting (Ranger) Player’s Handbook Monster Slayer Magic (Ranger) Player’s Handbook

Snare Animal Messenger Zone of Truth


1st-level abjuration 2nd-level enchantment (ritual) 2nd-level enchantment

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


RANGE Touch RANGE 30 feet RANGE 60 feet
DURATION 8 hours DURATION 24 hours DURATION 10 minutes
COMPONENTS S, M (25 feet of rope, which the spell consumes) COMPONENTS V, S, M (a morsel of food) COMPONENTS V, S

As you cast this spell, you use the rope to create a circle with a 5-foot By means of this spell, you use an animal to deliver a message. You create a magical zone that guards against deception in a 15-foot-
radius on the ground or the floor. When you finish casting, the rope Choose a Tiny beast you can see within range, such as a squirrel, a radius sphere centered on a point of your choice within range. Until
disappears and the circle becomes a magic trap. blue ray, or a bad. You specify a location, which you must have the spell ends, a creature that enters the spell’s area for the first time
This trap is nearly invisible, requiring a successful Intelligence visited, and a recipient who matches a general description, such as a on a turn or starts its turn there must make a Charisma saving throw.
(Investigation) check against your spell save DC to be discerned. man or woman dressed in the uniform of the town guard or a red- On a failed save, a creature can’t speak a deliberate lie while in the
The trap triggers when a Small, Medium, or Large creature moves haired dwarf wearing a pointed hat. You also speak a message of up radius. You know whether each creature succeeds or fails on its
onto the ground or the floor in the spell’s radius. That creature must to twenty-five words. The target beast travels for the duration of the saving throw.
succeed on a Dexterity saving throw or be magically hoisted into the spell towards the specified location, covering about 50 miles per 24 An affected creature is aware of the spell and can thus avoid
air, leaving it hanging upside down 3 feet above the ground or the hours for a flying messenger or 25 miles for other animals. answering questions to which it would normally respond with a lie.
floor. The creature is restrained there until the spell ends. When the messenger arrives, it delivers your message to the Such creatures can be evasive in its answers as long as it remains
A restrained creature can make a Dexterity saving throw at the end creature that you described, replicating the sound of your voice. The within the boundaries of the truth.
of each of its turns, ending the effect on itself on a success. messenger speaks only to a creature matching the description you
Alternatively, the creature or someone else who can reach it can use gave. If the messenger doesn’t reach its destination before the spell
an action to make an Intelligence (Arcana) check against your spell ends, the message is lost, and the beast makes it way back to where
save DC. On a success, the restrained effect ends. you cast this spell.
After the trap is triggered, the spell ends when no creature is At Higher Levels. If you cast this spell using a spell slot of 3rd level
restrained by it. or higher, the duration of the spell increases by 48 hours for each slot
level above 2nd.

Spellcasting (Ranger) Xanathar’s Guide to Everything Spellcasting (Ranger) Player’s Handbook Monster Slayer Magic (Ranger) Player’s Handbook
Studded Leather Longbow 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

You might also like