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Level 5 Human (Mark of Finding) Ranger, Hunter 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


STRENGTH Studded Leather 16 you 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
N
disadvantage on your ranged weapon attack
CIE C

+3 Strength rolls.Your ranged weapon attacks ignore half cover


Y
PROFI


+0 and three-quarters cover.Before you make an attack
✘ +7 Dexterity with a ranged weapon that you are proficient with,
+2 Constitution ARMOR CLASS you can choose to take a - 5 penalty to the attack roll.
DEXTERITY If the attack hits, you add +10 to the attack’s damage.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

18 +4 Wisdom Favored Enemy. You have advantage on Survival


46 5d10 checks to track your favored enemies, as well as on
+2 Charisma Intelligence checks to recall information about them.
CONDITIONAL Aberrations.
+4
Natural Explorer. When you make an Intelligence or
CURRENT HIT POINTS Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS that you’re proficient in. While traveling for an hour
or more in your favored terrain, you gain the
15 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
following benefits:Difficult terrain doesn’t slow your
Y
PROFI

group’s travel.Your group can’t become lost except by


RT

EXPE

+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION magical means.Even when you are engaged in
+2 ✘ +3 Arcana (Int) Darkvision
another activity while traveling, you remain alert to
danger.If you are traveling alone, you can move
+0 Athletics (Str)
stealthily at a normal pace.When you forage, you find
twice as much food as you normally would.While
INTELLIGENCE +2 Deception (Cha) tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed
11 +0 History (Int)
+4 Insight (Wis)
through the area.
Underdark.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fighting Style.
+0 ✘ +3 Investigation (Int) Archery. You gain a +2 bonus to attack rolls you
make with ranged weapons.
+4 Medicine (Wis) Hunter’s Intuition. When you make a Perception
WISDOM
or Survival check, you can roll a d4 and add the Primeval Awareness (Action). You can expend one
✘ +3 Nature (Int) number rolled to the ability check. ranger spell slot to focus your awareness on the
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
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
+2 Persuasion (Cha) trait using Wisdom as your spellcasting ability. within up to 6 miles if you are in your favored
+4 +0 Religion (Int)
terrain): aberrations, celestials, dragons, elementals,
fey, fiends, and undead. This feature doesn’t reveal
+4 Sleight of Hand (Dex) the creatures’ location or number.
CHARISMA +4 Stealth (Dex)
Extra Attack. You can attack twice, instead of once,

15 ✘ +7 Survival (Wis) whenever you take the Attack action on your turn.
SKILLS
Colossus Slayer (1/Turn). When you hit a creature
with a weapon attack, the creature takes an extra 1d8
+2 17 PASSIVE PERCEPTION damage if it’s below its hp maximum.

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, Hunter

1ST LEVEL 4 SPELL SLOTS Absorb Elements Cure Wounds


Snare

2ND LEVEL 2 SPELL SLOTS Animal Messenger


Absorb Elements Cure Wounds Snare
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 minute
thunder damage
RANGE Self RANGE Touch RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 8 hours
COMPONENTS S COMPONENTS V, S COMPONENTS S, M (25 feet of rope, 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 + As you cast this spell, you use the rope to create a circle with a 5-foot
on you and storing it for your next melee attack. You have resistance your spellcasting ability modifier. This spell has no effect on undead radius on the ground or the floor. When you finish casting, the rope
to the triggering damage type until the start of your next turn. Also, or constructs. disappears and the circle becomes a magic trap.
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 This trap is nearly invisible, requiring a successful Intelligence
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 (Investigation) check against your spell save DC to be discerned.
ends. 1st. The trap triggers when a Small, Medium, or Large creature moves
At Higher Levels. When you cast this spell using a spell slot of 2nd onto the ground or the floor in the spell’s radius. That creature must
level or higher, the extra damage increases by 1d6 for each slot level succeed on a Dexterity saving throw or be magically hoisted into the
above 1st. air, leaving it hanging upside down 3 feet above the ground or the
floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end
of each of its turns, ending the effect on itself on a success.
Alternatively, the creature or someone else who can reach it can use
an action to make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is
restrained by it.

Spellcasting (Ranger) Princes of the Apocalypse Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything

Animal Messenger
2nd-level enchantment (ritual)

CASTING TIME 1 action


RANGE 30 feet
DURATION 24 hours
COMPONENTS V, S, M (a morsel of food)

By means of this spell, you use an animal to deliver a message.


Choose a Tiny beast you can see within range, such as a squirrel, a
blue ray, or a bad. You specify a location, which you must have
visited, and a recipient who matches a general description, such as a
man or woman dressed in the uniform of the town guard or a red-
haired dwarf wearing a pointed hat. You also speak a message of up
to twenty-five words. The target beast travels for the duration of the
spell towards the specified location, covering about 50 miles per 24
hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the
creature that you described, replicating the sound of your voice. The
messenger speaks only to a creature matching the description you
gave. If the messenger doesn’t reach its destination before the spell
ends, the message is lost, and the beast makes it way back to where
you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level
or higher, the duration of the spell increases by 48 hours for each slot
level above 2nd.

Spellcasting (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

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