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Level 5 Half-Elf (Wood Elf) Ranger, Gloom Stalker 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cerin Underhill
Hermit Neutral Good The Silver Flame Hannah Beth
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Scale Mail 16 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +3
10
SHIELD
AC
Favored Enemy. You have advantage on Survival
N
checks to track your favored enemies, as well as on
CIE C

+3 Strength Intelligence checks to recall information about them.


Y
PROFI


+0 Goblins.
✘ +7 Dexterity Hobgoblins.
+2 Constitution ARMOR CLASS
Natural Explorer. When you make an Intelligence or
DEXTERITY Wisdom check related to your favored terrain, your
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY proficiency bonus is doubled if you are using a skill that
18 +1 Wisdom

+2 Charisma
48 5d10 you’re proficient in. While traveling for an hour or
more in your favored terrain, you gain the following
CONDITIONAL
benefits:Difficult terrain doesn’t slow your group’s
travel.Your group can’t become lost except by magical
+4 means.Even when you are engaged in another activity
while traveling, you remain alert to danger.If you are
CURRENT HIT POINTS traveling alone, you can move stealthily at a normal
CONSTITUTION DEATH SAVING THROWS
pace.When you forage, you find twice as much food as
SAVING THROWS
you normally would.While tracking other creatures,

15 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
you also learn their exact number, their sizes, and how
long ago they passed through the area.
Y
PROFI

Urban.
RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +0 Arcana (Int) Darkvision Fighting Style.
Archery. You gain a +2 bonus to attack rolls you make
+0 Athletics (Str) with ranged weapons.
INTELLIGENCE +2 Deception (Cha) Gloom Stalker. Gloom Stalkers are at home in the
darkest places: deep under the earth, in gloomy
11 +0 History (Int)
+1 Insight (Wis)
alleyways, in primeval forests, and wherever else the
light dims.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
Primeval Awareness (Action). You can expend one
+0 ✘ +3 Investigation (Int) ranger spell slot to focus your awareness on the region
Fey Ancestry. You have advantage on saving around you.For 1 minute per level of the spell slot you
✘ +4 Medicine (Wis) expend, you can sense whether the following types of
WISDOM
throws against being charmed, and magic can’t creatures are present within 1 mile of you (or within up
✘ +3 Nature (Int) put you to sleep. to 6 miles if you are in your favored terrain):
13 +1 Perception (Wis)
+2 Performance (Cha)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This feature doesn’t reveal the creatures’
location or number.
+2 Persuasion (Cha)
+1 ✘ +3 Religion (Int)
Extra Attack. You can attack twice, instead of once,
whenever you take the Attack action on your turn.
+4 Sleight of Hand (Dex)
CHARISMA
Dread Ambusher. At the start of your first turn, your
+4 Stealth (Dex) walking speed increases by 10ft until the end of that

14 ✘ +4 Survival (Wis) turn. If you attack that turn, make one additional
weapon attack. If it hits, the target takes an extra 1d8
SKILLS
damage.

+2 11 PASSIVE PERCEPTION Umbral Sight. While in darkness, you are invisible to


any creature that relies on darkvision to see you in that
darkness.
ADVANTAGE

INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +10 vs AC 1d8+4 piercing
Attack Roll = D20 + Dex (+4), Prof(+3), Fighting Style Archery (+2), Rufus' Bling (+1) Damage = 1d8 + Prof (+3) + Rufus' Bling (+1)
FEATURES & TRAITS
Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Orc, Goblin, Halfling

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 30ish 5'8" 155 lb.
GENDER AGE HEIGHT WEIGHT
Cerin Underhill Green
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I am utterly serene, even in the face of disaster.
I feel tremendous empathy for all who suffer.

PERSONALITY TRAITS

Greater Good. My gifts are meant to be shared with


all, not used for my own benefit. (Good)

IDEAL

I’m still seeking the enlightenment I pursued in my


seclusion, and it still eludes me.

BOND

Now that I’ve returned to the world, I enjoy its


delights a little too much.

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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 Quiver. A quiver can hold up to 20 arrows.
[Longbow] 1 2 Feather Token 1 — Arrow. 20 arrows
Quiver 1 1 [Orb of Shielding] 1 —
Arrow 20 1 Cleansing Stone 1 — Orb of Shielding. An orb of shielding is a polished,
spherical chunk of crystal or stone aligned to one of the
Shortsword 1 2 planes of existence. If you’re a spellcaster, you can use
[Scale Mail] 1 45 this orb as a spellcasting focus.
If you’re holding the orb when you take damage of the
Clothes, Common 1 3 type associated with the orb’s material, you can use your
Herbalism Kit 1 3 reaction to reduce the damage by 1d4 (to a minimum of
0). The materials and their associated damage types are
Backpack 1 5 listed in the Orb of Shielding table.
Bedroll 1 7 ORB OF SHIELDING
Mess Kit 1 1
Tinderbox 1 1 Herbalism Kit. Proficiency with an herbalism kit allows
Torch 10 10 you to identify plants and safely collect their useful
elements.
Rations (1 day) 10 20 Components. An herbalism kit includes pouches to
Waterskin 1 5 store herbs, clippers and leather gloves for collecting
plants, a mortar and pestle, and several glass jars.
Rope, Hempen (50 feet) 1 10 Arcana. Your knowledge of the nature and uses of
herbs can add insight to your magical studies that deal
with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown
with plants, your proficiency can help you pick out
details and clues that others might miss.
Medicine. Your mastery of herbalism improves your
ability to treat illnesses and wounds by augmenting your
methods of care with medicinal plants.
ATTUNED MAGIC ITEMS 1 / 3 Nature and Survival. When you travel in the wild, your
skill in herbalism makes it easier to identify plants and
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a
quick inspection of their appearance and smell.
HERBALISM KIT

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 5 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

116.1 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Scroll Case - A cylindrical leather case that can hold up to 10 rolled up sheets of paper, or 5 rolled up
sheets of parchment.
Winter Blankey - So cozy

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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Gloom Stalker

1ST LEVEL 4 SPELL SLOTS Cure Wounds Detect Magic


Disguise Self Zephyr Strike

2ND LEVEL 2 SPELL SLOTS Rope Trick Spike Growth


Cure Wounds Detect Magic Disguise Self
1st-level evocation 1st-level divination (ritual) 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of You make yourself—including your clothing, armor, weapons, and
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a other belongings on your person—look different until the spell ends
or constructs. faint aura around any visible creature or object in the area that bears or until you use your action to dismiss it. You can seem 1 foot shorter
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can or taller and can appear thin, fat, or in between. You can’t change
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of your body type, so you must adopt a form that has the same basic
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook

Zephyr Strike Rope Trick Spike Growth


1st-level transmutation 2nd-level transmutation 2nd-level transmutation

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE Touch RANGE 150 feet
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment) COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to
a point)

You move like the wind. Until the spell ends, your movement doesn’t You touch a length of rope that is up to 60 feet long. One end of the The ground in a 20-foot radius centered on a point within range
provoke opportunity attacks. rope then rises into the air until the whole rope hangs perpendicular twists and sprouts hard spikes and thorns. The area becomes difficult
Once before the spell ends, you can give yourself advantage on one to the ground. At the upper end of the rope, an invisible entrance terrain for the duration. When a creature moves into or within the
weapon attack roll on your turn. That attack deals an extra 1d8 force opens to an extradimensional space that lasts until the spell ends. area, it takes 2d4 piercing damage for every 5 feet it travels. The
damage on a hit. Whether you hit or miss, your walking speed The extradimensional space can be reached by climbing to the top of transformation of the ground is camouflaged to look natural. Any
increases by 30 feet until the end of that turn. the rope. The space can hold as many as eight Medium or smaller creature that can’t see the area at the time the spell is case must
creatures. The rope can be pulled into the space, making the rope make a Wisdom (Perception) check against your spell save DC to
disappear from view outside the space. Attacks and spells can’t cross recognize the terrain as hazardous before entering it.
through the entrance into or out of the extradimensional space, but
those inside can see out of it as if through a 3-foot-by-5-foot window
centered on the rope. Anything inside the extradimensional space
drops out when the spell ends.

Spellcasting (Ranger) Xanathar’s Guide to Everything Gloom Stalker Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Longbow Quiver Arrow
Weapons Adventuring Gear Ammunition

A quiver can hold up to 20 arrows. Arrows are used with a bow to make a ranged attack.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Shortsword Scale Mail Clothes, Common


Weapons Armor Adventuring Gear

This armor consists of a coat and leggings (and perhaps a


separate skirt) of leather covered with overlapping pieces
of metal, much like the scales of a fish. The suit includes
gauntlets.

2 lb. Player’s Handbook 45 lb. Player’s Handbook 3 lb. Player’s Handbook

Feather Token Orb of Shielding Herbalism Kit


Wondrous Items Wondrous Items Tools

This small metal disk is inscribed with the image of a An orb of shielding is a polished, spherical chunk of crystal Proficiency with an herbalism kit allows you to identify plants
feather. While the token is in your possession, you can cast or stone aligned to one of the planes of existence. If you’re and safely collect their useful elements.
feather fall as a bonus action. A feather token only holds a spellcaster, you can use this orb as a spellcasting focus. Components. An herbalism kit includes pouches to store
sufficient charge for a single use, after which it loses its If you’re holding the orb when you take damage of the herbs, clippers and leather gloves for collecting plants, a mortar
power. While it’s an expensive form of insurance, frequent type associated with the orb’s material, you can use your and pestle, and several glass jars.
airship travelers and citizens of Sharn often appreciate the reaction to reduce the damage by 1d4 (to a minimum of 0). Arcana. Your knowledge of the nature and uses of herbs can
security it provides. The materials and their associated damage types are listed add insight to your magical studies that deal with plants and
your attempts to identify potions.
in the Orb of Shielding table. Investigation. When you inspect an area overgrown with
ORB OF SHIELDING plants, your proficiency can help you pick out details and clues
Planar Material Damage Type that others might miss.
Fernian basalt Fire Medicine. Your mastery of herbalism improves your ability to
Irian quartz Radiant treat illnesses and wounds by augmenting your methods of
Kythrian skarn Acid and poison care with medicinal plants.
Lamannian flint Lightning and thunder Nature and Survival. When you travel in the wild, your skill
Mabaran obsidian Necrotic in herbalism makes it easier to identify plants and spot sources
Risian shale Cold of food that others might overlook.
Shavarran chert Force Identify Plants. You can identify most plants with a quick
Xorian marble Psychic inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

0 lb. Wayfinder’s Guide to Eberron Eberron: Rising from the Last War 3 lbs. Player’s Handbook
Backpack Bedroll Mess Kit
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook

Tinderbox Torch Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(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 including jerky, dried fruit, hardtack, and nuts.
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 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet) Cleansing Stone


Adventuring Gear Adventuring Gear Wondrous Items

Rope, whether made of hemp or silk, has 2 hit points and A cleansing stone is a sphere 1 foot in diameter, engraved
can be burst with a DC 17 Strength check. with mystic sigils. When touching the stone, you can use an
action to activate it and remove dirt and grime from your
garments and your person.
Such stones are often embedded in pedestals in public
squares in Aundair or in high-end Ghallanda inns.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook Eberron: Rising from the Last War

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