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Loki Level 7
Loki Level 7
Loki Level 7
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather 17 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
9
SHIELD
AC
Favored Enemy. You have advantage on Survival checks
to track your favored enemies, as well as on Intelligence
N
CIE C checks to recall information about them.
+2 Strength
Y
PROFI
✘
-1 Undead.
Constructs.
✘ +8 Dexterity
20 +3 Wisdom
+1 Charisma
59 7d10
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
CONDITIONAL travel.Your group can’t become lost except by magical
+5 means.Even when you are engaged in another activity
while traveling, you remain alert to danger.If you are
traveling alone, you can move stealthily at a normal
CURRENT HIT POINTS
pace.When you forage, you find twice as much food as
CONSTITUTION DEATH SAVING THROWS
you normally would.While tracking other creatures, you
SAVING THROWS
also learn their exact number, their sizes, and how long
13 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
ago they passed through the area.
Mountain.
Y
PROFI
Forest.
RT
EXPE
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.
PERSONALITY TRAITS
IDEAL
BOND
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
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Longbow] 1 2
Shortsword 1 2
[Studded Leather] 1 13
0 0 0 0 0
17 lb / 135 lb 270 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 N/A
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Touch RANGE Touch
DURATION Concentration, up to 1 hour DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)
You choose a creature you can see within range and mystically mark You touch a creature. The target’s speed increases by 10 feet until Until the spell ends, one willing creature you touch is protected
it as your quarry. Until the spell ends, you deal an extra 1d6 damage the spell ends. against certain types of creatures: aberrations, celestials, elementals,
to the target whenever you hit it with a weapon attack, and you have At Higher Levels. When you cast this spell using a spell slot of 2nd fey, fiends, and undead. The protection grants several benefits.
advantage on any Wisdom (Perception) or Wisdom (Survival) check level or higher, you can target one additional creature for each slot Creatures of those types have disadvantage on attack rolls against
you make to find it. If the target drops to 0 hit points before this spell level above 1st. the target. The target also can’t be charmed, frightened, or possessed
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
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V
You move like the wind. Until the spell ends, your movement doesn’t You call forth a nature spirit to soothe the wounded. The intangible Briefly surrounded by silvery mist, you teleport up to 30 feet to an
provoke opportunity attacks. spirit appears in a space that is a 5-foot cube you can see within unoccupied space that you can see.
Once before the spell ends, you can give yourself advantage on one range. The spirit looks like a transparent beast or fey (your choice).
weapon attack roll on your turn. That attack deals an extra 1d8 force Until the spell ends, whenever you or a creature you can see moves
damage on a hit. Whether you hit or miss, your walking speed into the spirit’s space for the first time on a turn or starts its turn
increases by 30 feet until the end of that turn. there, you can cause the spirit to restore 1d6 hit points to that
creature (no action required). The spirit can’t heal constructs or
undead. The spirit can heal a number of times equal to 1 + your
spellcasting ability modifier (minimum of twice). After healing that
number of times, the spirit disappears.
As a bonus action on your turn, you can move the Spirit up to 30
feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d6 for each slot level above
2nd.
Spellcasting (Ranger) Xanathar’s Guide to Everything Spellcasting (Ranger) Xanathar’s Guide to Everything Horizon Walker Magic (Ranger) Player’s Handbook
Etherealness
7th-level transmutation