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Level 5 Half-Elf Rogue (1) / Ranger, Fey Wanderer (4) 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Rango
Feylost 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
8
SHIELD
AC Sneak Attack. Once per turn, you can deal an extra 1d6
damage to one creature you hit with an attack if you have
N
CIE C advantage on the attack roll. The attack must use a finesse
-1 Strength
Y
PROFI

or a ranged weapon.You don’t need advantage on the


-1 attack roll if another enemy of the target is within 5 feet of
✘ +7 Dexterity
it, that enemy isn’t incapacitated, and you don’t have
+0 Constitution ARMOR CLASS disadvantage on the attack roll.
DEXTERITY
✘ +2 Intelligence Thieves’ Cant. A secret mix of dialect, jargon, and code
MAXIMUM HIT DICE TEMPORARY

18
that allows you to hide messages in seemingly normal
+3 Wisdom
32 1d8/4d10 conversation. Only another creature that knows thieves’
+3 Charisma cant understands such messages. It takes four times
CONDITIONAL
longer to convey such a message than it does to speak the
same idea plainly.In addition, you understand a set of
+4 secret signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the
CURRENT HIT POINTS territory of a thieves’ guild, whether loot is nearby, or
CONSTITUTION DEATH SAVING THROWS whether the people in an area are easy marks or will
SAVING THROWS provide a safe house for thieves on the run.

10 N
CIE C

+7 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Favored Enemy. You have advantage on Survival checks to
Y
PROFI

✘ track your favored enemies, as well as on Intelligence


RT

EXPE

VISION INSPIRATION EXHAUSTION checks to recall information about them.


+3 Animal Handling (Wis) Undead.
+0 -1 Arcana (Int) Darkvision
Natural Explorer. When you make an Intelligence or
-1 Athletics (Str) Wisdom check related to your favored terrain, your
INTELLIGENCE proficiency bonus is doubled if you are using a skill that
✘ +9 Deception (Cha) you’re proficient in. While traveling for an hour or more in

8 -1 History (Int) your favored terrain, you gain the following


benefits:Difficult terrain doesn’t slow your group’s
✘ +6 Insight (Wis) travel.Your group can’t become lost except by magical
means.Even when you are engaged in another activity
✘✘ +12 Intimidation (Cha) SPEED, SENSES, & CONDITIONS while traveling, you remain alert to danger.If you are
-1 -1 Investigation (Int) traveling alone, you can move stealthily at a normal
pace.When you forage, you find twice as much food as
+3 Medicine (Wis) Fey Ancestry. You have advantage on saving you normally would.While tracking other creatures, you
WISDOM
throws against being charmed, and magic can’t also learn their exact number, their sizes, and how long
-1 Nature (Int) put you to sleep. ago they passed through the area.

16 ✘ +6 Perception (Wis)
Forest.

✘ +9 Performance (Cha) Fighting Style.


Archery. You gain a +2 bonus to attack rolls you make
✘ +9 Persuasion (Cha) with ranged weapons.
+3 -1 Religion (Int)
Primeval Awareness (Action). You can expend one ranger
✘ +7 Sleight of Hand (Dex) spell slot to focus your awareness on the region around
CHARISMA
you.For 1 minute per level of the spell slot you expend,
✘✘ +10 Stealth (Dex) you can sense whether the following types of creatures
are present within 1 mile of you (or within up to 6 miles if
16 ✘ +6 Survival (Wis)
SKILLS
you are in your favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead. This feature
doesn’t reveal the creatures’ location or number.
+3 16 PASSIVE PERCEPTION
Dreadful Strikes. When you hit a creature with a weapon,
you can deal an extra 1d4 psychic damage to the target,
which can take this extra damage only once per turn.
ADVANTAGE

INITIATIVE +4 1 Attack / 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, Crossbow,


Hand, Longsword, Rapier, Shortsword, Martial
Weapons

Tool Proficiencies. Lute, Thieves’ tools

Languages. Common, Elvish, Dwarvish, Sylvan,


Draconic, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the Feywild after disappearing from your home plane as a child. Perhaps you were spirited away by
kindly Fey who thought you were destined for great things. Perhaps you stumbled through a fey crossing by chance
during a twilight stroll in the woods. Perhaps you were kidnapped by evil Fey but escaped from their clutches. Whatever
the manner of your disappearance, you gradually fell under the Feywild’s spell and learned a little about the nature of
the mercurial tricksters that dwell there.

When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the
Feywild—a mirror world hidden behind a mere twist of perception—is only a hair’s breadth away. Although your
memories of the Feywild grow fainter with each passing day, your heart swells with a mixture of fear and joy at the
PERSONALITY TRAITS
prospect of one day venturing back to the Plane of Faerie—your home away from home.

IDEAL

BOND

FLAW BACKGROUND STORY

Feywild Connection
Your mannerisms and knowledge of fey customs are
recognized by natives of the Feywild, who see you as
one of their own. Because of this, friendly Fey
creatures are inclined to come to your aid if you are
lost or need help in the Feywild.

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 2 4

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

19 lb / 120 lb 240 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 +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Fey Wanderer

1ST LEVEL 3 SPELL SLOTS Charm Person Ensnaring Strike


Hail of Thorns Hunter’s Mark
Charm Person Ensnaring Strike Hail of Thorns
1st-level enchantment 1st-level conjuration 1st-level conjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Self RANGE Self
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V

You attempt to charm a humanoid you can see within range. It must The next time you hit a creature with a weapon attack before this The next time you hit a creature with a ranged weapon attack before
make a Wisdom saving throw, and does so with advantage if you or spell ends, a writhing mass of thorny vines appears at the point of the spell ends, this spell creates a rain of thorns that sprouts from
your companions are fighting it. If it fails the saving throw, it is impact, and the target must succeed on a Strength saving throw or your ranged weapon or ammunition. In addition to the normal effect
charmed by you until the spell ends or until you or your companions be restrained by the magical vines until the spell ends. A Large or of the attack, the target of the attack and each creature within 5 feet
do anything harmful to it. The charmed creature regards you as a larger creature has advantage on this saving throw. If the target of it must make a Dexterity saving throw. A creature takes 1d10
friendly acquaintance. When the spell ends, the creature knows it succeeds on the save, the vines shrivel away. While restrained by this piercing damage on a failed save, or half as much damage on a
was charmed by you. spell, the target takes 1d6 piercing damage at the start of each of its successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd turns. A creature restrained by the vines or one that can touch the At Higher Levels. If you cast this spell using a spell slot of 2nd level
level or higher, you can target one additional creature for each slot creature can use its action to make a Strength check against your or higher, the damage increases by 1d10 for each slot level above 1st
level above 1st. The creatures must be within 30 feet of each other spell save DC. On a success, the target is freed. (to a maximum of 6d10).
when you target them. At Higher Levels. If you cast this spell using a spell slot of 2nd level
or higher, the damage increases by 1d6 for each slot level above 1st.

Fey Wanderer Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook

Hunter’s Mark
1st-level divination

CASTING TIME 1 bonus action


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

You choose a creature you can see within range and mystically mark
it as your quarry. Until the spell ends, you deal an extra 1d6 damage
to the target whenever you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom (Survival) check
you make to find it. If the target drops to 0 hit points before this spell
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


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

Shortsword
Weapons

2 lb. Player’s Handbook

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