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Althea Frostfire Character Sheet

This document provides character details for an Astral elf ranger named Althea Frostfire. It includes her ability scores, proficiencies, hit points, equipment, and special racial traits including Fey Ancestry, Astral Trance, Starlight Step, Astral Fire, and Favored Foe.

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iainfiia
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0% found this document useful (0 votes)
10 views3 pages

Althea Frostfire Character Sheet

This document provides character details for an Astral elf ranger named Althea Frostfire. It includes her ability scores, proficiencies, hit points, equipment, and special racial traits including Fey Ancestry, Astral Trance, Starlight Step, Astral Fire, and Favored Foe.

Uploaded by

iainfiia
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

Ranger 1 Guia de los Paramos

CLASS & LEVEL BACKGROUND PLAYER NAME


Althea Frostfire
Astral elf
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 2 30ft
8 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum 12


● 1 Strength
DEXTERITY

14
● 4

2
Dexterity
Constitution
12
CURRENT HIT POINTS IDEALS
1 Intelligence

2 3 Wisdom
1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 Total 1
● 4 Acrobatics (Dex) SUCCESSES
2 ● 5

1
Animal Handling (Wis)
Arcana (Int)
1 FAILURES

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE -1 Athletics (Str)

12 1

1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
### Fey Ancestry (SRD 5.1) ###

Insight (Wis)
Longbow +4 1d8 + 2 PiercingYou have advantage on saving throws you make to avoid or end the
charmed condition on yourself.
1 ● 5
### Astral Trance (acrobatics) (SRD 5.1) ###
You don't need to sleep, and magic can't put you to sleep. You can finish a
1 Intimidation (Cha) long rest in 4 hours if you spend those hours in a trancelike meditation,
during which you remain conscious.
WISDOM 1 Investigation (Int)
Whenever you finish this trance, you gain proficiency in one skill of your
3 Medicine (Wis) choice and with one weapon or tool of your choice, selected from the

16 ● 3 Nature (Int)
Player's Handbook. You mystically acquire these proficiencies by drawing
them from shared elven memory and the experiences of entities on the
Astral Plane, and you retain them until you finish your next long rest.

● 5 Perception (Wis) ### Starlight Step ###


3 As a bonus action, you can magically teleport up to 30 feet to an
unoccupied space you can see. You can use this trait a number of times
1 Performance (Cha) equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
1 Persuasion (Cha)
CHARISMA ### Astral fire ###
You know one of the following cantrips of your choice: dancing lights,
1 Religion (Int) light, or sacred flame. Intelligence, Wisdom, or Charisma is your

12 2 Sleight of Hand (Dex)


spellcasting ability for it (choose when you select this race).

### Favored Foe (SRD 5.1) ###


● 4 Stealth (Dex) When you hit a creature with an attack roll, you can call on your mystical
bond with nature to mark the target as your favored enemy for 1 minute or
1 ● 5 Survival (Wis)
until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and
deal damage to it, including when you mark it, you can increase that
damage by 1d4.
SKILLS ATTACKS & SPELLCASTING You can use this feature to mark a favored enemy a number of times
equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
This feature's extra damage increases when you reach certain levels in

15 PASSIVE WISDOM (PERCEPTION)


this class: to 1d6 at 6th level and to 1d8 at 14th level.

Scale Mail, CP ### Natural Explorer (arctic) (SRD 5.1) ###


You are particularly familiar with one type of natural environment and are
adept at traveling and surviving in such regions. Choose one type of
favored terrain: arctic, coast, desert, forest, grassland, mountain, or
swamp. When you make an Intelligence or Wisdom check related to your

Staff,
SP favored terrain, your proficiency bonus is doubled if you are using a skill

Weapons: Simple that you're proficient in.


While traveling for an hour or more in your favored terrain, you gain the
following benefits:
EP • Difficult terrain doesn't slow your group's travel.

Armor: Light Dagger, • Your group can't become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as
foraging, navigating, or tracking), you remain alert to danger.

Languages:
• If you are traveling alone, you can move stealthily at a normal pace.
8 GP • When you forage, you find twice as much food as you normally would.

Longbow,
Common,Giant,Goblin,Undercommon
• 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.
Foundry Note
PP

Shield
If it would be helpful, manually edit this entry and make a note of your
choices here:
• 1st level
• 6th level
• 10th level

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Althea Frostfire
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Tinderbox, Torch (10), Bedroll,


Rations (10), Hempen Rope
(50 ft.), Waterskin, Mess Kit,
Arrow (20)
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Int 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Astral Flame - VS
Starlight Step -

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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