0% found this document useful (0 votes)
9 views

Fletcher: Character Level, Race, & Class Experience

Uploaded by

mcsiegel1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views

Fletcher: Character Level, Race, & Class Experience

Uploaded by

mcsiegel1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Level 11 Human Fighter (2) / Ranger, Gloom Stalker (9) 85000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


fletcher
Soldier Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Crossbow Expert. You ignore the loading quality of crossbows with
STRENGTH Leather 16 which you are proficient.Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.When you use the
PROFICIENCY BONUS +4 Attack action and attack with a one-handed weapon, you can use a

8
SHIELD bonus action to attack with a hand crossbow you are holding.
AC
Sharpshooter. Attacking at long range doesn’t impose disadvantage on
Defense (Fighting Style) (1) your ranged weapon attack rolls.Your ranged weapon attacks ignore half
N
CIE C
cover and three-quarters cover.Before you make an attack with a ranged
+3 Strength
Y
PROFI


-1 weapon that you are proficient with, you can choose to take a - 5
penalty to the attack roll. If the attack hits, you add +10 to the attack’s
+4 Dexterity damage.
✘ +6 Constitution ARMOR CLASS Fighting Style.
DEXTERITY Archery. You gain a +2 bonus to attack rolls you make with ranged
+0 Intelligence weapons.
MAXIMUM HIT DICE TEMPORARY

18 ✘ +7 Wisdom

-1 Charisma
92 11d10
Second Wind (Bonus Action—1/Short Rest). You regain 1d10+2 hp.

Action Surge (1/Short Rest). On your turn, you can take one additional
CONDITIONAL
action on top of your regular action.

+4 Favored Enemy. You have advantage on Survival checks to track your


favored enemies, as well as on Intelligence checks to recall information
about them.
CURRENT HIT POINTS Beasts.
Undead.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Natural Explorer. When you make an Intelligence or Wisdom check

14 SPEED FLY CLIMB SWIM related to your favored terrain, your proficiency bonus is doubled if you
N
CIE C
are using a skill that you’re proficient in. While traveling for an hour or
+4 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI

more in your favored terrain, you gain the following benefits:Difficult


RT

EXPE
terrain doesn’t slow your group’s travel.Your group can’t become lost
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION except by magical means.Even when you are engaged in another activity
+2 +0 Arcana (Int) Darkvision
while traveling, you 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
✘ +3 Athletics (Str) creatures, you also learn their exact number, their sizes, and how long
ago they passed through the area.
INTELLIGENCE -1 Deception (Cha) Forest.
Mountain.

10 ✘
+0 History (Int)
+7 Insight (Wis)
Fighting Style.
Defense. While you are wearing armor, you gain a +1 bonus to AC.

Gloom Stalker. Gloom Stalkers are at home in the darkest places: deep
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS under the earth, in gloomy alleyways, in primeval forests, and wherever
+0 +0 Investigation (Int)
else the light dims.

Primeval Awareness (Action). You can expend one ranger spell slot to
+3 Medicine (Wis) focus your awareness on the region around you.For 1 minute per level of
the spell slot you expend, you can sense whether the following types of
WISDOM +0 Nature (Int) creatures are present within 1 mile of you (or within up to 6 miles if you
are in your favored terrain): aberrations, celestials, dragons, elementals,

16 ✘ +7 Perception (Wis)
-1 Performance (Cha)
fey, fiends, and undead. This feature doesn’t reveal the creatures’
location or number.

Extra Attack. You can attack twice, instead of once, whenever you take
-1 Persuasion (Cha) the Attack action on your turn.
+3 +0 Religion (Int) Land’s Stride. Moving through nonmagical difficult terrain costs you no
extra movement. You can also pass through nonmagical plants without
+4 Sleight of Hand (Dex) being slowed by them and without taking damage from them if they
have thorns, spines, or a similar hazard.You have advantage on saving
CHARISMA ✘ +8 Stealth (Dex) throws against plants that are magically created or manipulated to
impede movement, such those created by the entangle spell.

8 +3 Survival (Wis)
SKILLS
Dread Ambusher. At the start of your first turn, your walking speed
increases by 10ft until the end of that turn. If you attack that turn, make
one additional weapon attack. If it hits, the target takes an extra 1d8
damage.
-1 17 PASSIVE PERCEPTION Umbral Sight. While in darkness, you are invisible to any creature that
relies on darkvision to see you in that darkness.

Darkvision. You can see in dim light within 60 feet of you as if it were
ADVANTAGE bright light, and in darkness as if it were dim light.

INITIATIVE +7 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +10 vs AC 1d8+4 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Vehicles land, Dragonchess set

Languages. Common, Goblin, Draconic, Halfling

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 35 6'5" 140 lb.
GENDER AGE HEIGHT WEIGHT
fletcher Blue White Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I face problems head-on. A simple, direct solution is a recent war.
the best path to success.I have a crude sense of
humor. When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Independence. When people follow orders blindly,


they embrace a kind of tyranny. (Chaotic)

IDEAL

My honor is my life.

BOND

I’d rather eat my armor than admit when I’m wrong.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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

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

12 lb / 120 lb 240 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 +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Gloom Stalker

1ST LEVEL 4 SPELL SLOTS Disguise Self Fog Cloud


Goodberry Zephyr Strike

2ND LEVEL 3 SPELL SLOTS Pass without Trace Rope Trick


Spike Growth

3RD LEVEL 2 SPELL SLOTS Fear Lightning Arrow


Disguise Self Fog Cloud Goodberry
1st-level illusion 1st-level conjuration 1st-level transmutation

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


RANGE Self RANGE 120 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a sprig of mistletoe)

You make yourself—including your clothing, armor, weapons, and You create a 20-foot-radius sphere of fog centered on a point within Up to ten berries appear in your hand and are infused with magic for
other belongings on your person—look different until the spell ends range. The sphere spreads around corners, and its area is heavily the duration. A creature can use its action to eat one berry. Eating a
or until you use your action to dismiss it. You can seem 1 foot shorter obscured, It lasts for the duration or until a wind of moderate or berry restores 1 hit point, and the berry provides enough
or taller and can appear thin, fat, or in between. You can’t change greater speed (at least 10 miles per hour) disperses it. nourishment to sustain a creature for one day. The berries lose their
your body type, so you must adopt a form that has the same basic At Higher Levels. When you cast this spell using a spell slot of 2nd potency if they have not been consumed within 24 hours of the
arrangement of limbs. Otherwise, the extent of the illusion is up to level or higher, the radius of the fog increases by 20 feet for each slot casting of this spell.
you. level above 1st.
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.

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

Zephyr Strike Pass without Trace Rope Trick


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

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour DURATION 1 hour
COMPONENTS V COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment)

You move like the wind. Until the spell ends, your movement doesn’t A veil of shadows and silence radiates from you, masking you and You touch a length of rope that is up to 60 feet long. One end of the
provoke opportunity attacks. your companions from detection. For the duration, each creature you rope then rises into the air until the whole rope hangs perpendicular
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 to the ground. At the upper end of the rope, an invisible entrance
weapon attack roll on your turn. That attack deals an extra 1d8 force Dexterity (Stealth) checks and can’t be tracked except by magical opens to an extradimensional space that lasts until the spell ends.
damage on a hit. Whether you hit or miss, your walking speed means. A creature that receives this bonus leaves behind no tracks or The extradimensional space can be reached by climbing to the top of
increases by 30 feet until the end of that turn. other traces of its passage. the rope. The space can hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space, making the rope
disappear from view outside the space. Attacks and spells can’t cross
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 Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook

Spike Growth Fear Lightning Arrow


2nd-level transmutation 3rd-level illusion 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 150 feet RANGE Self (30-foot cone) RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to COMPONENTS V, S, M (a white feather or the heart of a hen) COMPONENTS V, S
a point)

The ground in a 20-foot radius centered on a point within range You project a phantasmal image of a creature’s worst fears. Each The next time you make a ranged weapon attack during the spell’s
twists and sprouts hard spikes and thorns. The area becomes difficult creature in a 30-foot cone must succeed on a Wisdom saving throw duration, the weapon’s ammunition, or the weapon itself if it’s a
terrain for the duration. When a creature moves into or within the or drop whatever it is holding and become frightened for the thrown weapon, transforms into a bolt of lightning. Make the attack
area, it takes 2d4 piercing damage for every 5 feet it travels. The duration. roll as normal, The target takes 4d8 lightning damage on a hit, or half
transformation of the ground is camouflaged to look natural. Any While frightened by this spell, a creature must take the Dash action as much damage on a miss, instead of the weapon’s normal damage.
creature that can’t see the area at the time the spell is case must and move away from you by the safest available route on each of its Whether you hit or miss, each creature within 10 feet of the target
make a Wisdom (Perception) check against your spell save DC to turns, unless there is nowhere to move. If the creature ends its turn must make a Dexterity saving throw. Each of these creatures takes
recognize the terrain as hazardous before entering it. in a location where it doesn’t have line of sight to you, the creature 2d8 lightning damage on a failed save, or half as much damage on a
can make a Wisdom saving throw. On a successful save, the spell successful one. The piece of ammunition or weapon then returns to
ends for that creature. its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage for both effects of the spell increases by
1d8 for each slot level above 3rd.

Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Longbow Leather
Weapons Armor

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.

2 lb. Player’s Handbook 10 lb. Player’s Handbook

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy