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Gloom Stalker Ranger 3 Outlander ( Bounty Hunter)

CLASS & LEVEL BACKGROUND PLAYER NAME


CORLETH Human Custom Lineage Neutral 900
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

He is not very talkative and he usually he


STRENGTH 16 6 30
prefers to act alone, but he can adapt and

0 2 PROFICIENCY BONUS been with someone he considers worthy,


skillful and useful. He likes his job as bounty
10 hunter becasue he is very good at it , but he
Hit Point Maximum 28
2 Strength has his own moral code and he will not
DEXTERITY 6 Dexterity accept too evil jobs as hunt down children

4
1 Constitution CURRENT HIT POINTS or too weak prey
1 Intelligence
PERSONALITY TRAITS
2 Wisdom
18
-1 Charisma
TEMPORARY HIT POINTS
He believes in effectiveness and skills. He
CONSTITUTION SAVING THROWS
does not like weakness. Proof himself

1 6 Acrobatics (Dex)
3
everyday and be skillful is the best way in
life for him. He hates laziness and
13 2 Animal Handling (… evreything can impair his mind and body
1 Arcana (Int) and skill as wild parties, alcohol and so on

INTELLIGENCE 2 Athletics (Str)


IDEALS

1
-1 Deception (Cha) NAME ATK DAMAGE/TYPE

1 History (Int)
Longbow +8 1d8+4 Piercing
2 Insight (Wis) He has strong bonds with his few and close
12
-1 Intimidation (Cha) friends, he choose such people only among
Dart +8 1d4+4 Piercing
3 Investigation (Int) who he believes to be skillful and useful
WISDOM
2 Medicine (Wis) Dagger +6 1d4+4 Piercing

2
BONDS
1 Nature (Int)
Rapier +6 1d8+4 Piercing
6 Perception (Wis)
14 -1 Performance (Cha) He only uses piercing weapons, because he
Hunting Trap DC13 1d4 Piercing
is very skilled with such weapons, but he
-1 Persuasion (Cha)
CHARISMA also believes such kind of weapons are the
1 Religion (Int) Caltrops DC15 1 Piercing

-1
only ones really effective. He is not very
4 Sleight of Hand (D…
talkative or friendly but he can becomes a
6 Stealth (Dex) Cure Wounds 1d8+2 Healing
very loyal friend with people he considers
8 4 Survival (Wis)
worth and skillful Not so talkative and often
ATTACKS & SPELLCASTING
SKILLS prefer to solve problems more with actions
than with words
5 3 4
16 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP FLAWS

1 Longbow
TOOL: Instument- Horn
2 Dagger Favored Foe
LANGUAGE: Common, Draconic, Dwarvish,
2 Dart
Deft Explorer
Elvish, Sylvan
1 Rapier
Wanderer
ARMOR: Light Armor, Medium Armor, Shields
1 Studded Leather Armor
WEAPON: Martial weapons, Simple weapons Piercer
1 Shield
Human Custom Lineage
OTHER PROFICIENCIES & LANGUAGES 3 Quiver
Piercer
EQUIPMENT
Fighting Style

Spellcasting

Fighting Style: Archery

Spellcasting Focus

Outlander (Bounty Hunter)

Primeval Awareness (Optional)

Gloom Stalker Magic

Dread Ambusher

Umbral Sight

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 40 Total: 2
CP SP EP GP PP

Dread Ambusher 1d8 Piercing


40 2
ARROWS FAVORED FOE
20 Arrows +1
Hunter's Mark 1d6 Piercing 40 Arrows
1 Dungeoneer's Pack Total: 20 Total: 1
Favored Foe 1d4 Piercing 1 Backpack 20 1
1 Crowbar ARROWS +1 SPEAK WITH ANIMALS
Zephyr Strike 1d8 Force
1 Tinderbox
10 Rations Total: Total:
1 Waterskin
1 Hempen rope
1 Pouch
1 Traveller's clothes
Total: Total:
3 Caltrops
ATTACKS & SPELLCASTING
2 Hunting Trap
1 Horn
5 Torch

EQUIPMENT
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 3

Cure Wounds

Hunter's Mark 5 0 8 0
Disguise Self

Speak with Animals

Absorb Elements 9 0
Zephyr Strike

2 0
FEATURES & TRAITS
Favored Foe
This 1st-level feature replaces the Favored Enemy Human Custom Lineage Primeval Awareness (Optional)

feature and works with the Foe Slayer feature. You Creature type. You are a humanoid. You determine This 3rd-level feature replaces the Primeval

gain no benefit from the replaced feature and don't your appearance and whether you resemble any of Awareness feature. You gain no benefit from the

qualify for anything in the game that requires it. your kin.: as human with pale skin, white hari and replaced feature and don't qualify for anything in

When you hit a creature with an attack roll, you can white eyes, traces of Fey blood. Size. You are the game that requires it. You can focus your

call on your mystical bond with nature to mark the Medium Speed. Your base walking speed is 30 feet. awareness through the interconnections of nature:

target as your favored enemy for 1 minute or until Ability Score Increase. One ability score of your you learn additional spells when you reach certain

you lose your concentration (as if you were choice increases by 2: Dexterity Feat. You gain one levels in this class if you don't already know them,

concentrating on a spell). The first time on each of feat of your.= Piercer Variable Trait: Proficiency in as shown in the Primal Awareness Spells table.

your turns that you hit the favored enemy and deal one skill of your choice: Perception Languages. These spells don't count against the number of

damage to it, including when you mark it, you You can speak, read, and write Common and ranger spells you know. Primal Awareness Spells

increase that damage by 1d4. You can use this Sylvan Ranger Level Spell 3rd Speak with Animals 5th

feature to mark a favored enemy a number of times Beast Sense 9th Speak with Plants 13th Locate
Piercer Creature 17th Commune with Nature
equal to your proficiency bonus, and you regain all
Increase your Dexterity by 1, to a maximum of 20.
expended uses when you finish a long rest. This
Once per turn, when you hit a creature with an Gloom Stalker Magic
feature's extra damage increases when you reach
attack that deals piercing damage, you can re-roll Starting at 3rd level, you learn an additional spell
certain levels in this class: to 1d6 at 6th level and to
one of the attack’s damage dice, and you must use when you reach certain levels in this class, as
1d8 at 14th level.
the new roll. When you score a critical hit that deals shown in the Gloom Stalker Spells table. The spell
piercing damage to a creature, you can roll one counts as a ranger spell for you, but it doesn't count
Deft Explorer
additional damage die when determining the extra against the number of ranger spells you know.
This 1st-level feature replaces the Natural Explorer
piercing damage the target takes. Gloom Stalker Spells Ranger Level Spells 3rd
feature. You gain no benefit from the replaced
Disguise Self 5th Rope Trick 9th Fear 13th Greater
feature and don't qualify for anything in the game
Fighting Style Invisibility 17th Seeming
that requires it. You are an unsurpassed explorer
At 2nd level, you adopt a particular style of fighting
and survivor, both in the wilderness and in dealing
as your specialty. Choose one of the following Dread Ambusher
with others on your travels. You gain the Canny
options. You can’t take a Fighting Style option At 3rd level, you master the art of the ambush. You
benefit below, and you gain an additional benefit
more than once, even if you later get to choose can give yourself a bonus to your initiative rolls
when you reach 6th level and 10th level in this
again. equal to your Wisdom modifier. At the start of your
class. Canny (1st Level) Choose one of your skill
first turn of each combat, your walking speed
proficiencies. Your proficiency bonus is doubled for Spellcasting increases by 10 feet, which lasts until the end of
any ability check you make using the chosen skill.= By the time you reach 2nd level, you have learned that turn. If you take the Attack action on that turn,
Perception You can also speak, read, and write 2 to use the magical essence of nature to cast spells, you can make one additional weapon attack as part
additional languages of your choice. Dwarvish, much as a druid does. See"Casting a Spell" for the of that action. If that attack hits, the target takes an
Draconic) general rules of spellcasting and "Ranger Spells by extra 1d8 damage of the weapon's damage type.
Level" for the ranger spell list.
Wanderer
Umbral Sight
You have an excellent memory for maps and Fighting Style: Archery At 3rd level, you gain darkvision out to a range of
geography, and you can always recall the general You gain a +2 bonus to attack rolls you make with 60 feet. If you already have darkvision from your
layout of terrain, settlements, and other features ranged weapons. race, its range increases by 30 feet. You are also
around you. In addition, you can find food and
adept at evading creatures that rely on darkvision.
fresh water for yourself and up to five other people Spellcasting Focus
While in darkness, you are invisible to any creature
each day, provided that the land offers berries, At 2nd level, you can use a druidic focus as a
that relies on darkvision to see you in that darkness.
small game, water, and so forth. spellcasting focus for your ranger spells. A druidic
focus might be a sprig of mistletoe or holly, a wand
Piercer or rod made of yew or another special wood, a staff
Increase your Dexterity by 1, to a maximum of 20. drawn whole from a living tree, or an object
Once per turn, when you hit a creature with an incorporating feathers, fur, bones, and teeth from
attack that deals piercing damage, you can re-roll sacred animals
one of the attack’s damage dice, and you must use
the new roll. When you score a critical hit that deals Outlander (Bounty Hunter)
piercing damage to a creature, you can roll one Skill Proficiencies: Athletics, Survival Tool
additional damage die when determining the extra Proficiencies: One type of musical instrument:
piercing damage the target takes. Horn Languages: Elvish
SPELLS
Cure Wounds Disguise Self
Evocation 1 Illusion 1 Absorb Elements
Casting Time: 1 action Casting Time: 1 action Abjuration 1
Range: Touch Range: Self Casting Time: 1 reaction, which you take when
Target: A creature you touch Target: yourself – including your clothing, armor, you take acid, cold, fire, lightning, or thunder
Components: V S weapons, and other belongings on your person damage
Duration: Instantaneous Components: V S Range: Self
Description: Duration: 1 hour Target:
A creature you touch regains a number of hit points Description: Components: S
equal to 1d8 + your spellcasting ability modifier. You make yourself – including your clothing, Duration: 1 round
This spell has no effect on undead or constructs. armor, weapons, and other belongings on your Description:
At Higher Levels: When you cast this spell using a person – look different until the spell ends or until The spell captures some of the incoming energy,
spell slot of 2nd level or higher, the Healing you use your action to dismiss it. You can seem 1 lessening its effect on you and storing it for your
increases by 1d8 for each slot level above 1st. foot shorter or taller and can appear thin, fat, or in next melee attack. You have resistance to the
between. You can’t change your body type, so you triggering damage type until the start of your next
Hunter's Mark must adopt a form that has the same basic turn. Also, the first time you hit with a melee attack
Divination 1 arrangement of limbs. Otherwise, the extent of the on your next turn, the target takes an extra 1d6
Casting Time: 1 bonus action illusion is up to you. The changes wrought by this damage of the triggering type, and the spell ends.
Range: 90 feet spell fail to hold up to physical inspection. For At Higher Levels: When you cast this spell using a
Target: A creature that you can see within range example, if you use this spell to add a hat to your spell slot of 2nd level or higher, the extra damage
Components: V outfit, objects pass through the hat, and anyone who increases by 1d6 for each slot level above 1st.
Duration: ConcentrationUp to 1 hour touches it would feel nothing or would feel your
Description: Zephyr Strike
head and hair. If you use this spell to appear thinner
You choose a creature you can see within range and Transmutation 1
than you are, the hand of someone who reaches out
mystically mark it as your quarry. Until the spell Casting Time: 1 bonus action
to touch you would bump into you while it was
ends, you deal an extra 1d6 damage to the target Range: Self
seemingly still in midair. To discern that you are
whenever you hit it with a weapon attack, and you Target:
disguised, a creature can use its action to inspect
have advantage on any Wisdom (Perception) or Components: V
your appearance and must succeed on an
Wisdom (Survival) check you make to find it. If the Duration: ConcentrationConcentration, up to 1
Intelligence (Investigation) check against your spell
target drops to 0 hit points before this spell ends, minute
save DC.
you can use a bonus action on a subsequent turn of Description:

yours to mark a new creature. Speak with Animals You move like the wind. For the duration, your

At Higher Levels: When you cast this spell using a Divination 1 movement doesn’t provoke opportunity attacks.

spell slot of 3rd or 4th level, you can maintain your Casting Time: 1 action Once before the spell ends, you can give yourself

Concentration on the spell for up to 8 hours. When Range: Self advantage on one weapon attack roll on your turn.

you use a spell slot of 5th level or higher, you can Target: That attack deals an extra 1d8 force damage on a

maintain your concentr⁠ation on the spell for up to Components: V S M hit. Whether you hit or miss, your walking speed

24 hours. Duration: 10 minutes increases by 30 feet until the end of that turn.

Description:
You gain the ability to comprehend and verbally
communicate with beasts for the duration. The
knowledge and awareness of many beasts is limited
by their intelligence, but at minimum, beasts can
give you information about nearby locations and
monsters, including whatever they can perceive or
have perceived within the past day. You might be
able to persuade a beast to perform a small favor
for you, at the DM’s discretion.

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