Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

Level 2 Lightfoot Halfling Ranger 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Crimmie
Outlander Timothy
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Favored Enemy. You have advantage on Survival


STRENGTH Leather 14 checks to track your favored enemies, as well as on
Intelligence checks to recall information about
PROFICIENCY BONUS +2
13
SHIELD
AC them.
Monstrosities.
N
CIE C

+3 Strength Natural Explorer. When you make an Intelligence or


Y
PROFI


+1 Wisdom check related to your favored terrain, your
✘ +5 Dexterity
proficiency bonus is doubled if you are using a skill
-1 Constitution ARMOR CLASS that you’re proficient in. While traveling for an hour
DEXTERITY
+0 Intelligence
or more in your favored terrain, you gain the
MAXIMUM HIT DICE TEMPORARY following benefits:Difficult terrain doesn’t slow your
17 +2 Wisdom

+1 Charisma
12 2d10 group’s travel.Your group can’t become lost except
by magical means.Even when you are engaged in
CONDITIONAL
another activity while traveling, you remain alert to
danger.If you are traveling alone, you can move
+3 stealthily at a normal pace.When you forage, you
find twice as much food as you normally
CURRENT HIT POINTS would.While tracking other creatures, you also learn
CONSTITUTION DEATH SAVING THROWS
their exact number, their sizes, and how long ago
SAVING THROWS
they passed through the area.
8 N
CIE C

+3 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Underdark.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Fighting Style.


+2 Animal Handling (Wis)
Archery. You gain a +2 bonus to attack rolls you
-1 +0 Arcana (Int) make with ranged weapons.
✘ +3 Athletics (Str)
INTELLIGENCE +1 Deception (Cha)

10 +0 History (Int)
+2 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+2 Medicine (Wis) Lucky. When you roll a 1 on an attack roll, ability
WISDOM
check, or saving throw, you can reroll the die and
+0 Nature (Int) must use the new roll.

14 ✘ +4 Perception (Wis)
+1 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
+1 Persuasion (Cha)
+2 +0 Religion (Int)
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than
+3 Sleight of Hand (Dex) yours.
CHARISMA ✘ +5 Stealth (Dex) Naturally Stealthy. You can attempt to hide even

13 ✘ +4 Survival (Wis) when you are obscured only by a creature that is


SKILLS at least one size larger than you.

+1 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +7 vs AC 1d8+3 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Whistle-Stick

Languages. Common, Halfling, Gnomish, Merfolk

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT
Crimmie
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
features of the terrain, you know the ways of the wild.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Wanderer
You have an excellent memory for maps and
geography, and you can always recall the general
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
water for yourself and up to five other people each
day, provided that the land offers berries, small
game, water, and so forth.

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
[Leather] 1 10
Dagger 2 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 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

73 lb / 195 lb 390 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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger

1ST LEVEL 2 SPELL SLOTS Detect Magic Hunter’s Mark


Detect Magic Hunter’s Mark Longbow
1st-level divination (ritual) 1st-level divination Weapons

CASTING TIME 1 action CASTING TIME 1 bonus action


RANGE Self RANGE 90 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V

For the duration, you sense the presence of magic within 30 feet of You choose a creature you can see within range and mystically mark
you. If you sense magic in this way, you can use your action to see a it as your quarry. Until the spell ends, you deal an extra 1d6 damage
faint aura around any visible creature or object in the area that bears to the target whenever you hit it with a weapon attack, and you have
magic, and you learn its school of magic, if any. The spell can advantage on any Wisdom (Perception) or Wisdom (Survival) check
penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of you make to find it. If the target drops to 0 hit points before this spell
common metal, a thin sheet of lead, or 3 feet of wood or dirt. ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
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 2 lb. Player’s Handbook

Leather Dagger Dagger


Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. 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) Lucky


Adventuring Gear Adventuring Gear Racial Trait

Rope, whether made of hemp or silk, has 2 hit points and When you roll a 1 on an attack roll, ability check, or saving
can be burst with a DC 17 Strength check. throw, you can reroll the die and must use the new roll.

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

Brave Halfling Nimbleness Naturally Stealthy


Racial Trait Racial Trait Racial Trait

You have advantage on saving throws against being You can move through the space of any creature that is of a You can attempt to hide even when you are obscured only
frightened. size larger than yours. by a creature that is at least one size larger than you.

Halfling Player’s Handbook Halfling Player’s Handbook Lightfoot Halfling Player’s Handbook
Favored Enemy Monstrosities Natural Explorer
Class Feature Class Feature Class Feature

Beginning at 1st level, you have significant experience Monstrosities are monsters in the strictest sensefrightening You are particularly familiar with one type of natural
studying, tracking, hunting, and even talking to a certain creatures that are not ordinary, not truly natural, and environment and are adept at traveling and surviving in
type of enemy. almost never benign. Some are the results of magical such regions. Choose one type of favored terrain: arctic,
Choose a type of favored enemy: aberrations, beasts, experimentation gone awry (such as owl bears), and coast, desert, forest, grassland, mountain, swamp, or the
celestials, constructs, dragons, elementals, fey, fiends, others, are the product-of terrible curses (including Underdark. When you make an Intelligence or Wisdom
giants, monstrosities, oozes, plants, or undead. minotaurs and yuan-ti). They defy categorization, and in check related to your favored terrain, your proficiency
Alternatively, you can select two races of humanoid (such some sense serve as a catch-all category for creatures that bonus is doubled if you are using a skill that you’re
as gnolls and orcs) as favored enemies. don’t fit into any other type. proficient in.
You have advantage on Wisdom (Survival) checks to track While traveling for an hour or more in your favored
your favored enemies, as well as on Intelligence checks to terrain, you gain the following benefits:
recall information about them. • Difficult terrain doesn’t slow your group’s travel.
When you gain this feature, you also learn one language • Your group can’t become lost except by magical
of your choice that is spoken by your favored enemies, if means.
they speak one at all. • Even when you are engaged in another activity while
You choose one additional favored enemy, as well as an traveling (such as foraging, navigating, or tracking), you
associated language, at 6th and 14th level. As you gain remain alert to danger.
levels, your choices should reflect the types of monsters • If you are traveling alone, you can move stealthily at a
you have encountered on your adventures. normal pace.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they passed
through the area.

You choose additional favored terrain types at 6th and 10th


level.

Ranger Player’s Handbook Favored Enemy Player’s Handbook Ranger Player’s Handbook

Underdark Fighting Style Archery


Class Feature Class Feature Class Feature

You are particularly familiar with one type of natural At 2nd level, you adopt a particular style of fighting as your You gain a +2 bonus to attack rolls you make with ranged
environment and are adept at traveling and surviving in specialty. Choose one of the following options. You can’t weapons.
such regions. When you make an Intelligence or Wisdom take a Fighting Style option more than once, even if you
check related to your favored terrain, your proficiency later get to choose again.
bonus is doubled if you are using a skill that you’re ARCHERY
proficient in. You gain a +2 bonus to attack rolls you make with ranged
While traveling for an hour or more in your favored weapons.
terrain, you gain the following benefits: DEFENSE
• Difficult terrain doesn’t slow your group’s travel. While you are wearing armor, you gain a +1 bonus to AC.
• Your group can’t become lost except by magical DUELING
means. When you are wielding a melee weapon in one hand and
• Even when you are engaged in another activity while no other weapons, you gain a +2 bonus to damage rolls
traveling (such as foraging, navigating, or tracking), you with that weapon.
remain alert to danger. TWO-WEAPON FIGHTING
• If you are traveling alone, you can move stealthily at a When you engage in two-weapon fighting, you can add
normal pace. your ability modifier to the damage of the second attack.
• When you forage, you find twice as much food as you
normally would.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they passed
through the area.

Natural Explorer Player’s Handbook Ranger Player’s Handbook Fighting Style Player’s Handbook

You might also like