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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Aurlaq
Character Name
Ranger 1
Class & Level
Mercenary Veteran
Background
Leonin
Race
Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
11
10
+
1
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+2
15
13
+
2
(Race)
INTELLIGENCE
-1
8
8
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
12 (Studded Leather)
INITIATIVE
+
0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1414
+
0
SPEED
35
HIT POINTS
Max:
12
12
TEMP HP
0
POINT BUY
Standard
Picture URL:
Token URL:
2 +2
+
Strength
+
Dexterity
+
Constitution
-1 -1
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
-1 -1
+
Arcana (Int)
+
2
Athletics (Str)
+
Deception (Cha)
-1 -1
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
2
Investigation (Int)
+
Medicine (Wis)
-1 -1
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
-1 -1
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Shortsword+21d6 piercingmelee
Scimitar+21d6 slashingmelee
Longbow+2[1d8+2] piercing150/600
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
12
DC
Cast Mod
2
Cantrip:
2
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
hunter's mark
Cure Wounds
Guidance
Thorn Whip
[spell]hunter's mark[/spell]
Cure Wounds
Guidance
Thorn Whip
SPELLCASTING
[+instructions]

Mercenary Life - You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).

Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Claws - Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Daunting Roar - As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Mercenary Life - You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).

Darkvision - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Claws - Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to [1d4] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Daunting Roar - As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
FEATURES & TRAITS
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Bloodaxe Company Uniform (Traveler's clothes), Rank Insignia, Ivory Dice, arrows (20), quiver, Explorer's pack
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
18 gp
WEALTH
Proficiencies - Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, One type of Gaming Set (Dice), Vehicles (Land)

Languages - Common, Leonin
PROFICIENCIES & LANGUAGES
I can stare down a hell hound without flinching. I'm full of exciting and cautionary tales from my previous hunts relevant to almost every combat situation.
PERSONALITY TRAITS
Live and let live. Ideals aren't worth killing over or going to war for.
IDEALS
My honor is my life.
BONDS
I'd rather eat my armor than admit when I'm wrong.
FLAWS
 
DESCRIPTION & EXTRA INFO
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