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Level 8 Wood Elf Ranger, Horizon Walker 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Sivani Paddlefoot
Faction Agent Chaotic Good Sharise
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
STRENGTH Chain Shirt 15 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +3 Elven Accuracy. Whenever you have advantage on an attack roll

10
SHIELD
AC using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll
one of the dice once.
N
CIE C Favored Enemy. You have advantage on Survival checks to track
+3 Strength
Y
PROFI

✘ your favored enemies, as well as on Intelligence checks to recall


+0 information about them.
✘ +7 Dexterity Undead.
Aberrations.
+2 Constitution ARMOR CLASS
DEXTERITY Natural Explorer. When you make an Intelligence or Wisdom
+0 Intelligence check related to your favored terrain, your proficiency bonus is
MAXIMUM HIT DICE TEMPORARY

18
doubled if you are using a skill that you’re proficient in. While
+3 Wisdom
45 8d10 traveling for an hour or more in your favored terrain, you gain the
+0 Charisma
following benefits:Difficult terrain doesn’t slow your group’s
travel.Your group can’t become lost except by magical means.Even
CONDITIONAL
when you are engaged in another activity while traveling, you
+4 remain alert to danger.If you are traveling alone, you can move
stealthily at a normal pace.When you forage, you find twice as
much food as you normally would.While tracking other creatures,
CURRENT HIT POINTS you also learn their exact number, their sizes, and how long ago
CONSTITUTION DEATH SAVING THROWS they passed through the area.
SAVING THROWS Forest.
Mountain.

14 N
CIE C

+4 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Fighting Style.
Y
PROFI

Archery. You gain a +2 bonus to attack rolls you make with


RT

EXPE

✘ +6 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION ranged weapons.


+2 +0 Arcana (Int) Darkvision Horizon Walker. Horizon Walkers guard the world against threats
that originate from other planes or that seek to ravage the mortal
+0 Athletics (Str) realm with otherworldly magic.
INTELLIGENCE +0 Deception (Cha) Primeval Awareness (Action). You can expend one ranger spell
slot to focus your awareness on the region around you.For 1

10 +0 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
✘ +6 Insight (Wis) of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS undead. This feature doesn’t reveal the creatures’ location or
+0 +0 Investigation (Int)
number.

Extra Attack. You can attack twice, instead of once, whenever you
✘ +6 Medicine (Wis) Fey Ancestry. Advantage on saving throws against take the Attack action on your turn.
WISDOM
being charmed, and magic can’t put you to sleep.
+0 Nature (Int) Land’s Stride. Moving through nonmagical difficult terrain costs
you no extra movement. You can also pass through nonmagical

16 ✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they plants without being slowed by them and without taking damage
meditate deeply, remaining semiconscious, for 4 from them if they have thorns, spines, or a similar hazard.You have
+0 Performance (Cha) hours a day. advantage on saving throws against plants that are magically
+0 Persuasion (Cha)
created or manipulated to impede movement, such those created
+3 +0 Religion (Int)
Mask of the Wild. You can attempt to hide even by the entangle spell.
when you are only lightly obscured. Detect Portal (Action—1/Short Rest). You detect the distance and
+4 Sleight of Hand (Dex) direction to the closest planar portal within 1 mile of you.
CHARISMA ✘ +7 Stealth (Dex) Planar Warrior. As a bonus action, choose one creature you can
see within 30 feet of you. The next time you hit that creature on

10 +6 Survival (Wis)
✘ this turn with a weapon attack, all damage dealt by the attack
becomes force damage, and the creature takes an extra 1d8 force
SKILLS damage from the attack.

Ethereal Step (Bonus Action—1/Short Rest). You can cast the


+0 16 PASSIVE PERCEPTION etherealness spell with this feature, without expending a spell slot,
but the spell ends at the end of the current turn.

ADVANTAGE

INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


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

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Martial
Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Aarakocra, Orc, Gnoll,


Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 165 5'2" 135 lb.
GENDER AGE HEIGHT WEIGHT
Sivani Paddlefoot Black Pale Grey Gray
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These
factions pursue their agendas without regard for political boundaries, and their members operate anywhere the
organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders
Nothing can shake my optimistic attitude. (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop
I’ve spent so long in the temple that I have little minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that
practical experience dealing with people in the organization, but who serve as its hands, head, and heart.
outside world.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in
Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals
PERSONALITY TRAITS
mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction
(though you can choose to do so), and it might enhance your status in the faction.
Change. We must help bring about the changes the
gods are constantly working in the world. (Chaotic)

IDEAL

I will do anything to protect the temple where I


served.

BOND

I judge others harshly, and myself even more


severely.

FLAW BACKGROUND STORY

Is a raging bitch
Dragon Scholar
You have studied dragons and their lore for many
years. You can automatically identify locations built
or used by dragons and can identify dragon eggs and
scales by sight. If you fail an Intelligence check to
recall lore related to dragons, you know someone or
some book you can consult for the answer unless the
DM rules that the lore is unknown.

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
[Chain Shirt] 1 20
Shield 1 6
Rapier 1 2
[Longbow] 1 2
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 100 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

91 lb / 150 lb 300 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, Horizon Walker

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


Protection from Evil and Good Zephyr Strike

2ND LEVEL 3 SPELL SLOTS Misty Step Pass without Trace


Silence

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

7TH LEVEL Etherealness (Ethereal Step)


Cure Wounds Hunter’s Mark Protection from Evil and Good
1st-level evocation 1st-level divination 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 90 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)

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 Until the spell ends, one willing creature you touch is protected
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 against certain types of creatures: aberrations, celestials, elementals,
or constructs. to the target whenever you hit it with a weapon attack, and you have fey, fiends, and undead. The protection grants several benefits.
At Higher Levels. When you cast this spell using a spell slot of 2nd advantage on any Wisdom (Perception) or Wisdom (Survival) check Creatures of those types have disadvantage on attack rolls against
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 the target. The target also can’t be charmed, frightened, or possessed
1st. ends, you can use a bonus action on a subsequent turn of yours to by them. If the target is already charmed, frightened, or possessed by
mark a new creature. such a creature, the target has advantage on any new saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd against the relevant effect.
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 Spellcasting (Ranger) Player’s Handbook Horizon Walker Magic (Ranger) Player’s Handbook

Zephyr Strike Misty Step Pass without Trace


1st-level transmutation 2nd-level conjuration 2nd-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

You move like the wind. Until the spell ends, your movement doesn’t Briefly surrounded by silvery mist, you teleport up to 30 feet to an A veil of shadows and silence radiates from you, masking you and
provoke opportunity attacks. unoccupied space that you can see. your companions from detection. For the duration, each creature you
Once before the spell ends, you can give yourself advantage on one choose within 30 feet of you (including you) has a +10 bonus to
weapon attack roll on your turn. That attack deals an extra 1d8 force Dexterity (Stealth) checks and can’t be tracked except by magical
damage on a hit. Whether you hit or miss, your walking speed means. A creature that receives this bonus leaves behind no tracks or
increases by 30 feet until the end of that turn. other traces of its passage.

Spellcasting (Ranger) Xanathar’s Guide to Everything Horizon Walker Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook

Silence Etherealness
2nd-level illusion (ritual) 7th-level transmutation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self
DURATION Concentration, up to 10 minutes DURATION Up to 8 hours
COMPONENTS V, S COMPONENTS V, S

For the duration, no sound can be created within or pass through a You step into the border regions of the Ethereal Plane, in the area
20-foot-radius sphere centered on a point you choose within range. where it overlaps with your current plane. You remain in the Border
Any creature or object entirely inside the sphere is immune to Ethereal for the duration or until you use your action to dismiss the
thunder damage, and creatures are deafened while entirely inside it. spell. During this time, you can move in any direction. If you move up or
Casting a spell that includes a verbal component is impossible there. down, every foot of movement costs an extra foot. You can see and
hear the plan you originated from, but everything there looks gray, and
you can’t see anything more than 60 feet away. While on the Ethereal
Plane, you can only affect and be affected by other creatures on that
plane. Creatures that aren’t on the Ethereal Plane can’t perceive you
and can’t interact with you, unless a special ability or magic has given
them the ability to do so. You ignore all objects and effects that aren’t
on the Ethereal Plane, allowing you to move through objects you
perceive on the plan you originated from. When the spell ends, you
immediately return to the plane you originated from in the spot you
currently occupy. If you occupy the same spot as a solid object or
creature when this happens, you are immediately shunted to the
nearest unoccupied space that you can occupy and take force damage
equal to twice the number of feet you are moved. This spell has no
effect if you cast it while you are on the Ethereal Plane or a plane that
doesn’t border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th
level or higher, you can target up to three willing creatures (including
you) for each slot level above 7th. The creatures must be within 10 feet
of you when you cast the spell.

Spellcasting (Ranger) Player’s Handbook Ethereal Step (Ranger) Player’s Handbook


Chain Shirt Shield Rapier
Armor Armor Weapons

Made of interlocking metal rings, a chain shirt is worn A shield is made from wood or metal and is carried in one
between layers of clothing or leather. This armor offers hand. Wielding a shield increases your Armor Class by 2.
modest protection to the wearer’s upper body and allows You can benefit from only one shield at a time.
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook 6 lb. Player’s Handbook 2 lb. Player’s Handbook

Longbow Backpack Bedroll


Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook


Rations (1 day) Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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