Arman: Character Level, Race, & Class Experience

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Level 10 Wood Elf Ranger, Hunter 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Arman
Folk Hero Lawful Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Unarmored (13) 13 bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +4 Fey Ancestry. Advantage on saving throws against being charmed, and

11
SHIELD magic can’t put you to sleep.
AC
Trance. Elves don’t need to sleep. Instead, they meditate deeply,
N
remaining semiconscious, for 4 hours a day.
CIE C

+4 Strength
Y
PROFI


+0 Mask of the Wild. You can attempt to hide even when you are only
lightly obscured.
✘ +7 Dexterity

+2 Constitution ARMOR CLASS Favored Enemy. You have advantage on Survival checks to track your
favored enemies, as well as on Intelligence checks to recall information
DEXTERITY about them.
+1 Intelligence Elementals.
MAXIMUM HIT DICE TEMPORARY

17
Dragonborn.
+2 Wisdom
84 10d10 Gnomes.
+0 Charisma Natural Explorer. When you make an Intelligence or Wisdom check
CONDITIONAL related to your favored terrain, your proficiency bonus is doubled if
+3 you are using a skill that you’re proficient in. While traveling for an
hour or more in your favored terrain, you gain the following
benefits:Difficult terrain doesn’t slow your group’s travel.Your group
CURRENT HIT POINTS can’t become lost except by magical means.Even when you are
engaged in another activity while traveling, you remain alert to
CONSTITUTION DEATH SAVING THROWS
danger.If you are traveling alone, you can move stealthily at a normal
SAVING THROWS pace.When you forage, you find twice as much food as you normally

15 SPEED FLY CLIMB SWIM would.While tracking other creatures, you also learn their exact
N
CIE C
number, their sizes, and how long ago they passed through the area.
+3 Acrobatics (Dex) 35ft. 0ft. 0ft. 0ft. Mountain.
Y
PROFI

RT

EXPE
Forest.
✘ +6 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Desert.
+2 +1 Arcana (Int) Darkvision Fighting Style.
Archery. You gain a +2 bonus to attack rolls you make with ranged
✘ +4 Athletics (Str) weapons.

INTELLIGENCE +0 Deception (Cha) Primeval Awareness. You can use your action and expend one ranger
spell slot to focus your awareness on the region around you.For 1

12 +1 History (Int) 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 Insight (Wis) within up to 6 miles if you are in your favored terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This feature
+0 Intimidation (Cha) doesn’t reveal the creatures’ location or number.
SPEED, SENSES, & CONDITIONS
+1 ✘ +5 Investigation (Int)
Extra Attack. You can attack twice, instead of once, whenever you
take the Attack action on your turn.
+2 Medicine (Wis) 1 Dungeoneer’s Pack
Land’s Stride. Moving through nonmagical difficult terrain costs you
WISDOM no extra movement. You can also pass through nonmagical plants
+1 Nature (Int) without being slowed by them and without taking damage from them

15
if they have thorns, spines, or a similar hazard.You have advantage on
✘ +6 Perception (Wis) saving throws against plants that are magically created or manipulated
to impede movement, such those created by the entangle spell.
+0 Performance (Cha)
Hide in Plain Sight. You can spend 1 minute creating camouflage for
+0 Persuasion (Cha) yourself. You must have access to fresh mud, dirt, plants, soot, and
+2 +1 Religion (Int)
other naturally occurring materials with which to create your
camouflage.Once you are camouflaged in this way, you can try to hide
by pressing yourself up against a solid surface, such as a tree or wall,
+3 Sleight of Hand (Dex) that is at least as tall and wide as you are. You gain a +10 bonus to
CHARISMA Stealth checks as long as you remain there without moving or taking
✘ +7 Stealth (Dex) actions. Once you move or take an action or a reaction, you must
camouflage yourself again to gain this benefit.

10 ✘ +6 Survival (Wis)
SKILLS Hunter’s Prey.
Colossus Slayer. When you hit a creature with a weapon attack, the
creature takes an extra 1d8 damage if it’s below its hit point
maximum. You can deal this extra damage only once per turn.
+0 16 PASSIVE PERCEPTION
Defensive Tactics.
Escape the Horde. Opportunity attacks against you are made with
disadvantage.
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 100 0 12,0 lb.
INITIATIVE +3 2 Attacks / Attack Action EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor, Shields

Weapon Proficiencies. Longsword, Shortsword, Shortbow,


Longbow, Simple Weapons, Martial Weapons

Tool Proficiencies. Vehicles land, Leatherworker’s tools

Languages. Common, Elvish, Draconic, Gnomish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 24 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Arman Brown White Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You come from a humble social rank, but you are destined for so much more. Already the people of your home village
regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the
common folk everywhere.
If someone is in trouble, I’m always ready to lend
help.
I’m confident in my own abilities and do what I can
to instill confidence in others.

PERSONALITY TRAITS

Fairness. No one should get preferential treatment


before the law, and no one is above the law. (Lawful)

IDEAL

I protect those who cannot protect themselves.

BOND

I’m convinced of the significance of my destiny, and


blind to my shortcomings and the risk of failure.

FLAW BACKGROUND STORY

Rustic Hospitality
Since you come from the ranks of the common folk,
you fit in among them with ease. You can find a
place to hide, rest, or recuperate among other
commoners, unless you have shown yourself to be a
danger to them. They will shield you from the law or
anyone else searching for you, though they will not
risk their lives for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Wisdom +6 14 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Hunter

1ST LEVEL 4 SPELL SLOTS Cure Wounds Hunter’s Mark


Masterful Focus

2ND LEVEL 3 SPELL SLOTS Cordon of Arrows Skystrike

3RD LEVEL 2 SPELL SLOTS Flame Arrows


Cure Wounds Hunter’s Mark Masterful Focus
1st-level evocation 1st-level divination 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 90 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V

A creature you touch regains a number of hit points equal to 1d8 + You choose a creature you can see within range and mystically mark The forgotten masters of the blade swore to defend their secrets to
your spellcasting ability modifier. This spell has no effect on undead it as your quarry. Until the spell ends, you deal an extra 1d6 damage the death, and were famed for their perfect clarity in battle.
or constructs. to the target whenever you hit it with a weapon attack, and you have You whisper a word and weave magic over your own mind,
At Higher Levels. When you cast this spell using a spell slot of 2nd advantage on any Wisdom (Perception) or Wisdom (Survival) check heightening your senses and reflexes. Until the spell ends, your
level or higher, the healing increases by 1d8 for each slot level above you make to find it. If the target drops to 0 hit points before this spell attacks can result in critical hits more easily. Whenever the result of
1st. ends, you can use a bonus action on a subsequent turn of yours to the d20 roll is 18-20, you critically hit. If you’ve made an attack with
mark a new creature. disadvantage and one of the results was in this range, you can ignore
At Higher Levels. When you cast this spell using a spell slot of 3rd the disadvantage and critically hit regardless. Once you’ve critically
or 4th level, you can maintain your concentration on the spell for up hit, the spell ends at the end of the current turn.
to 8 hours. When you use a spell slot of 5th level or higher, you can At Higher Levels. When you cast this spell using a slot of 2nd level
maintain your concentration on the spell for up to 24 hours. or higher, the range you can critically hit within expands by 1 (17-20,
16-20, and so on) per slot level above 1st.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) The Compendium of Forgotten Secrets

Cordon of Arrows Skystrike Flame Arrows


2nd-level transmutation 2nd-level evocation 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 reaction, when you are falling or after jumping CASTING TIME 1 action
RANGE 5 feet RANGE 15 feet RANGE Touch
DURATION 8 hours DURATION Instan' DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (four or more arrows or bolts) COMPONENTS V, S COMPONENTS V, S

You plant four pieces of nonmagical ammunition - arrows or Splinter the earth and crack the ground; let storm and fury fast You touch a quiver containing arrows or bolts. When a target is hit by
crossbow bolts - in the ground within range and lay magic upon them abound. a ranged weapon attack using a piece of ammunition drawn from the
to protect an area. Until the spell ends, whenever a creature other When you cast this spell, choose a point within range. You teleport quiver, the target takes an extra 1d6 fire damage. The spell's magic
than you comes within 30 feet of the ammunition for the first time to that location and instantly crash to the ground directly beneath ends on the piece of ammunition when it hits or misses, and the spell
on a turn or ends its turn there, one piece of ammunition flies up to that point, accompanied by a flash of lightning. You take no falling ends when twelve pieces of ammunition have been drawn from the
strike it. The creature must succeed on a Dexterity saving throw or damage, but if you land on a creature or a space within 5 feet of a quiver.
take 1d6 piercing damage. The piece of ammunition is then creature, it takes lightning damage equal to the amount of falling At Higher Levels. When you cast this spell using a spell slot of 4th
destroyed. The spell ends when no ammunition remains. When you damage you would have taken. If you landed on a creature, you level or higher, the number of pieces of ammunition you can affect
cast this spell, you can designate any creatures you choose, and the immediately move to the nearest open space. If you fell 30 feet or with this spell increases by two for each slot level above 3rd.
spell ignores them. more, you are stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the amount of ammunition that can be affected level or higher, you are not stunned when falling.
increases by two for each slot level above 2nd

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) The Compendium of Forgotten Secrets Spellcasting (Ranger) Xanathar’s Guide to Everything
Dungeoneer’s Pack
Equipment Packs

Includes a backpack, a crowbar, a hammer, 10 pitons, 10


torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.

10 lbs. Player’s Handbook

You might also like