5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
longbow | 9 | 1d8+6 / piercing | 150 / disadvantage: 150-600 or >5 |
- While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Blessing of the Raven Queen: 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 equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.- You gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Dread Ambusher: At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Primeval Awareness: You can use your action and expend one ranger spell slot to 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 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, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Favoured Enemy: You have advantage on Wisdom (Survival) checks to track monstrosities and aberrations, as well as on Intelligence checks to recall information about them.
Additional Features:- Necrotic Resistance
- Deft Explorer
- Fighting Style: Archery
- Extra Attack
[*]While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
[b]Blessing of the Raven Queen:[/b] 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 equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
[*]You gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
[b]Dread Ambusher:[/b] At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra [1d8] damage of the weapon's damage type.
[b]Primeval Awareness:[/b] You can use your action and expend one ranger spell slot to 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 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, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
[b]Favoured Enemy:[/b] You have advantage on Wisdom (Survival) checks to track monstrosities and aberrations, as well as on Intelligence checks to recall information about them.
[b]Additional Features:[/b]
[*] Necrotic Resistance
[*] Deft Explorer
[*] Fighting Style: Archery
[*] Extra Attack
suspicious helmet with black matter
20gp
Languages: Common, Elvish, Sylvan, Undercommon, Abyssal, Draconic
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Their contribution stands as a beacon of hope for all adventurers!