Level 9 Human Ranger, Hunter 48000
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Oliver
Faceless Lawful Neutral Silvanus Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Athlete. When you are prone, standing up uses only 5 feet of
STRENGTH Leather 15 your [Link] doesn’t cost you extra
[Link] can make a running long jump or a running
PROFICIENCY BONUS +4
12
SHIELD high jump after moving only 5 feet on foot, rather than 10
AC feet.
N
CIE C
Defense (Fighting Style) (1) Favored Enemy. You have advantage on Survival checks to
+5 Strength track your favored enemies, as well as on Intelligence checks
Y
PROFI
✘
+1 to recall information about them.
✘ +7 Dexterity Beasts.
Orcs.
+2 Constitution ARMOR CLASS Tieflings.
DEXTERITY
+0 Intelligence Natural Explorer. When you make an Intelligence or Wisdom
MAXIMUM HIT DICE TEMPORARY
17 +2 Wisdom check related to your favored terrain, your proficiency bonus
76 9d10 is doubled if you are using a skill that you’re proficient in.
+1 Charisma While traveling for an hour or more in your favored terrain,
CONDITIONAL you gain the following benefits:Difficult terrain doesn’t slow
your group’s [Link] group can’t become lost except by
+3 magical [Link] when you are engaged in another
activity while traveling, you remain alert to [Link] you are
CURRENT HIT POINTS traveling alone, you can move stealthily at a normal
✔
[Link] you forage, you find twice as much food as you
CONSTITUTION DEATH SAVING THROWS
normally [Link] tracking other creatures, you also learn
SAVING THROWS
their exact number, their sizes, and how long ago they passed
15 N
CIE C
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
through the area.
Underdark.
Y
PROFI
Forest.
RT
EXPE
✘ +6 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
+2 +0 Arcana (Int)
Fighting Style.
Defense. While you are wearing armor, you gain a +1 bonus
to AC.
+1 Athletics (Str)
INTELLIGENCE ✘ +5 Deception (Cha)
Primeval Awareness (Action). You can expend one ranger
spell slot to focus your awareness on the region around
10 +0 History (Int) [Link] 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are
+2 Insight (Wis) present within 1 mile of you (or within up to 6 miles if you are
in your favored terrain): aberrations, celestials, dragons,
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS elementals, fey, fiends, and undead. This feature doesn’t
+0 +0 Investigation (Int)
reveal the creatures’ location or number.
+2 Medicine (Wis) Extra Attack. You can attack twice, instead of once, whenever
you take the Attack action on your turn.
WISDOM +0 Nature (Int)
Land’s Stride. Moving through nonmagical difficult terrain
14 +2 Perception (Wis)
+1 Performance (Cha)
costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a
+1 Persuasion (Cha)
similar [Link] have advantage on saving throws against
+2 +0 Religion (Int)
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
+3 Sleight of Hand (Dex) Horde Breaker. Once on each of your turns when you make a
CHARISMA weapon attack, you can make another attack with the same
✘ +7 Stealth (Dex) weapon against a different creature that is within 5 feet of
13
the original target and within range of your weapon.
✘ +6 Survival (Wis)
SKILLS Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
+1 12 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +3 2 Attacks / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Shortsword 5 ft +7 vs AC 1d6+3 piercing
Finesse, Light
FEATURES & TRAITS
Longbow 150/600 +7 vs AC 1d8+3 piercing
Ammunition, Heavy, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Disguise kit
Languages. Common, Dwarvish, Orc, Elvish, Infernal
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 20 1,76 110 lb.
GENDER AGE HEIGHT WEIGHT
Oliver Brown Brown Brown
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins,
something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t stop you.
You’ve left your old face behind, taking on a new persona, becoming something more.
I’m earnest and uncommonly direct.
I treasure a memento of the person or instance that Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might
set me upon my path. be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefor, this
background largely focuses on detailing the hero behind the mask.
PERSONALITY TRAITS
Anonymity. It’s my deeds that should be
remembered, not their instrument. (Any)
IDEAL
What I do, I do for the world. The people don’t
realize how much they need me.
BOND
I am callous about death. It comes to us all
eventually.
FLAW BACKGROUND STORY
Underdark Experience
You are no casual visitor to the Underdark, but
instead have spent considerable time there learning
its ways. You are familiar with the various races,
civilizations, and settlements of the Underdark, as
well as its major routes for travel. If you fail an
Intelligence check to recall some piece of Underdark
lore, you know a source you can consult for the
answer unless the DM rules that the lore is
unknown.
BACKGROUND FEATURE
A bit of folded cloth that, when unfolded, turns into
a stylish cap
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Leather] 1 10
Shortsword 1 2
Explorer’s Pack 1 10
[Longbow] 1 2
Disguise kit 1 5
Anel da Banshee de 100 gold
chave ardonada
2.200 de Gold
-4 gold
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
24 lb / 180 lb 360 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
20 Arrow.
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 +6 14 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Ranger, Hunter
1ST LEVEL 4 SPELL SLOTS ● Ensnaring Strike Hail of Thorns
Hunter’s Mark Longstrider
2ND LEVEL 3 SPELL SLOTS Lesser Restoration
3RD LEVEL 2 SPELL SLOTS ● Conjure Barrage
Ensnaring Strike Hail of Thorns Hunter’s Mark
1st-level conjuration 1st-level conjuration 1st-level divination
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE 90 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V COMPONENTS V COMPONENTS V
The next time you hit a creature with a weapon attack before this The next time you hit a creature with a ranged weapon attack before You choose a creature you can see within range and mystically mark
spell ends, a writhing mass of thorny vines appears at the point of the spell ends, this spell creates a rain of thorns that sprouts from it as your quarry. Until the spell ends, you deal an extra 1d6 damage
impact, and the target must succeed on a Strength saving throw or your ranged weapon or ammunition. In addition to the normal effect to the target whenever you hit it with a weapon attack, and you have
be restrained by the magical vines until the spell ends. A Large or of the attack, the target of the attack and each creature within 5 feet advantage on any Wisdom (Perception) or Wisdom (Survival) check
larger creature has advantage on this saving throw. If the target of it must make a Dexterity saving throw. A creature takes 1d10 you make to find it. If the target drops to 0 hit points before this spell
succeeds on the save, the vines shrivel away. While restrained by this piercing damage on a failed save, or half as much damage on a ends, you can use a bonus action on a subsequent turn of yours to
spell, the target takes 1d6 piercing damage at the start of each of its successful one. mark a new creature.
turns. A creature restrained by the vines or one that can touch the At Higher Levels. If you cast this spell using a spell slot of 2nd level At Higher Levels. When you cast this spell using a spell slot of 3rd
creature can use its action to make a Strength check against your or higher, the damage increases by 1d10 for each slot level above 1st or 4th level, you can maintain your concentration on the spell for up
spell save DC. On a success, the target is freed. (to a maximum of 6d10). to 8 hours. When you use a spell slot of 5th level or higher, you can
At Higher Levels. If you cast this spell using a spell slot of 2nd level maintain your concentration on the spell for up to 24 hours.
or higher, the damage increases by 1d6 for each slot level above 1st.
Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Longstrider Lesser Restoration Conjure Barrage
1st-level transmutation 2nd-level abjuration 3rd-level conjuration
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action
RANGE Touch RANGE Touch RANGE Self (60-foot cone)
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a pinch of dirt) COMPONENTS V, S COMPONENTS V, S, M (one piece of ammunition or a thrown weapon)
You touch a creature. The target’s speed increases by 10 feet until You touch a creature and can end either one disease or one condition You throw a nonmagical weapon or fire a piece of nonmagical
the spell ends. afflicting it. The condition can be blinded, deafened, paralyzed, or ammunition into the air to create a cone of identical weapons that
At Higher Levels. When you cast this spell using a spell slot of 2nd poisoned. shoot forward and then disappear. Each creature in a 60-foot cone
level or higher, you can target one additional creature for each slot must succeed on a Dexterity saving throw. A creature takes 3d8
level above 1st. damage on a failed save, or half as much damage on a successful one.
The damage type is the same as that of the weapon or ammunition
used as a component.
Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Leather Shortsword Explorer’s Pack
Armor Weapons Equipment Packs
The breastplate and shoulder protectors of this armor are Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
made of leather that has been stiffened by being boiled in torches, 10 days of rations, and a waterskin. The pack also
oil. The rest of the armor is made of softer and more has 50 feet of hempen rope strapped to the side of it.
flexible materials.
10 lb. Player’s Handbook 2 lb. Player’s Handbook 10 lbs. Player’s Handbook
Longbow
Weapons
2 lb. Player’s Handbook