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Name: Edrick Player: Doug Show extra features

3 Class: Gloom Stalker


Experience: 900 Add: Next level: 2.700
Background: Soldier Healer
LEVEL Race: Human Size: Medium Height: 176 Weight: 80
Gender: Masc Hair: Preto Eyes: Castanho Skin: Pardo
Age: 32 Alignment: Chaotic Neutral Faith:

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +3 Acrobatics (DEX)
Ability Save DC +2 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY 0 Arcana (INT)
12 STR +1 +3
BONUS +
8+
12
Wis +1 Athletics (STR)
STRENGTH

Senses -1 Deception (CHA)


16 DEX +3 +5 0
Proficiency History (INT)
DEXTERITY
14 Passive Perception
Bonus +2 Insight (WIS)
14 CON +2 +2
Darkvision 60 ft
+1 Intimidation (CHA)
CONSTITUTION INSPIRATION
0 Investigation (INT)
10 INT 0 0 Limited Features SR LR Dawn +2 Medicine (WIS)
INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED 0 Nature (INT)
14 WIS +2 +2 +4 Perception (WIS)

Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
WISDOM
-1 Performance (CHA)

8 CHA -1 -1 -1 Persuasion (CHA)


CHARISMA
0 Religion (INT)
+3 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +5 Stealth (DEX)
+4 Survival (WIS)
+4 Tool Herbalism (WIS)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat Initiative
+5 3 + 2 40 ft 30 ft
Defense Health
AC DURING REST Set Max HP WOUNDS
11 ARMOR
BONUS Leather
+

14
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 3
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 28 Heal
DIE LIVE
3 × d10 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Shortsword ✔ Dex Melee +5 1d6+3 Piercing Attack / Cast a Spell


Finesse, light Dash / Disengage / Dodge

Longbow ✔ Dex 150/600 ft +5 1d8+3 Piercing Escape Grapple / Help / Hide


Ammunition, heavy, two-handed Ready / Search / Use Object
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4)

Overrun / Tumble (or as bonus action)

As 1 attack: Disarm / Grapple / Shove

Primeval Awareness

BONUS ACTIONS REACTIONS USED THIS ROUND

Opportunity Attack

TYPE TOTAL TYPE TOTAL


Arrows 23
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits
Human (+1 to two different ability scores of my choice)

IDEAL
Skills: I gain proficiency in one skill of my choice.

Feat: I gain one feat of my choice.


BOND

Choose Feature
Class Features FLAW

Gloom Stalker, level 3:


◆ Favored Enemy (Ranger 1, PHB 91) [1 favored enemy]
Use the "Choose Feature" button above to add a favored enemy to the third page
When selecting a favored enemy, I also learn one of the languages it speaks Feats
I have adv. on Wis (Survival) checks to track and Int checks to recall info about them
◆ Natural Explorer (Ranger 1, PHB 91) [1 favored terrain]
FEAT: Mobile Human bonus feat [PHB 168]
Use the "Choose Feature" button above to add a favored terrain to the third page
When I use the Dash action, difficult terrain doesn't cost me extra movement that turn.
◆ Two-Weapon Fighting Style (Ranger 2, PHB 91)
When I make a melee attack against a creature, I don't provoke opportunity attacks from
I can add my ability modifier to the damage of my off-hand attacks
that creature for the rest of the turn, whether I hit or not. [+10 ft speed]
◆ Spellcasting (Ranger 2, PHB 91) [3 spells known]
I can cast ranger spells that I know, using Wisdom as my spellcasting ability FEAT:
◆ Primeval Awareness (Ranger 3, PHB 92) [aber./celest./dragon/elem./fey/fiend/undead]
As an action, I can use a spell slot to focus my awareness for 1 min per spell slot level
Out to 1 mile (6 in favored terrain), I sense if certain types of creatures are present
◆ Dread Ambusher (Gloom Stalker 3, XGtE 42)
I can add my Wisdom modifier to my initiative rolls
FEAT:
In the first turn of combat I get +10 ft speed and an extra attack with the Attack action
If I take the Attack action and that extra attack hits, it does +1d8 damage
◆ Gloom Stalker Magic (Gloom Stalker 3, XGtE 42)
I add a spell to my known spells at level 3, 5, 9, 13, and 17
FEAT:
These count as ranger spells, but do not count against the number of spells I can know
◆ Umbral Sight (Gloom Stalker 3, XGtE 42)
I gain 60 ft darkvision, or add 30 ft to darkvision if I already had it because of my race
When I'm in darkness, others gain no benefit from darkvision to detect me
FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
Backpack, with: 5 Common clothes 3

Herbalism kit 3 Insignia of rank


Bedroll 7 Trophy from fallen enemy
Mess kit 1 Belt pouch (with coins) 1

Tinderbox 1 Leather armor 10

Torches 10 1 Shortsword 1 2

Rations, days of 10 2 Longbow 2 2

Waterskin 5 Arrows 20 0,05

Hempen rope, feet of 50 0,2

Fine clothes 6

metros couro cocatrice 2 5

bicos 2

Background Feature penas de cocatrice 20

Military Rank
I have a military rank from my career as a soldier. Soldiers loyal to my former military
organization still recognize my authority and influence. I can invoke my rank to influence
soldiers and temporarily requisition simple equipment or horses. I can usually gain access to
friendly military encampments and fortresses where my rank is recognized.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL 78 SUBTOTAL 21

ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED CARRYING CAPACITY


HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
61 - STR × 5 STR × 15STR × 10 181 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 120 lb 180 lb
-10 FT SPEED -20 FT SPEED
360 lb SPEED = 5 FT 102 lb
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Common Herbalism Kit 149 9 DAILY PRICE: 1 gp
Sylvan Vehicles (land)
GEMS AND OTHER VALUABLES:
Orc, Draconic

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Edrick

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
ig
g
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Favored Terrain Travel Benefits (Ranger 1, PHB 91)
I can double my Proficiency Bonus for Int/Wis checks concerning my favored terrains
While traveling for an hour or more in a favored terrain, I gain the following benefits:
• My allies and I are not slowed by difficult terrain and can't get lost except by magic
• I am alert to danger even when doing something else; I forage twice as much food
• If alone (or alone with beast companion), I can move stealthily at my normal pace
• When tracking, I also learn the exact number, size, and time since passing
◆ Underdark (Favored Terrain, PHB 91)
◆ Spellcasting Focus (Optional Ranger 2, TCoE 57)
I can use a druidic focus as a spellcasting focus for my ranger spells
◆ Two Races of Humanoids (Favored Enemy, PHB 91)

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF. Skills Attacks PER


ATTACKS
ACTION
BONUS

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes
Visibility Options

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Companion's Appearance

Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4) Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER: Edrick
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots

Gloom Stalker Spell attack modifier: +4 Spellcasting ability


Spell save DC: 12 Wisdom

1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Hunter's Mark 1 crea +1d6 dmg from my weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1h P 256

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.3 (Colorful - A4); Spell Sheet 1/1 Made by Joost Wijnen (mpmb@flapkan.com); Graphics by Javier Aumente (jaauvel@gmail.com); D&D logos, Dragon Heads ©Wizards of the Coast

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