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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Dane Underthorn
Character Name
Ranger 2
Class & Level
Outlander
Background
Human
Race
Neutral Good
Alignment
Milestone
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
12
+
1
(Race)
DEXTERITY
+4
18
17
+
1
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+0
11
10
+
1
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
-1
9
8
+
1
(Race)
ARMOR CLASS
15
INITIATIVE
+
1d20
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30
HIT POINTS
Max:
36
24
TEMP HP
0 (4d10 HD)
POINT BUY
No (8-15)
Picture URL:
https://vignette.wikia.nocookie.net/lotr/images/b/b6/Aragorn_profile.jpg/revision/latest/top-crop/width/360/height/450?cb=20170121121423
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
+
Athletics (Str)
-1 -1
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
-1 -1
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
-1 -1
+
Performance (Cha)
-1 -1
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Spell Attack+4X%3%
Peck (Raven)+63 piercing%3%
Javelin+31d6 piercing%3%
Quarterstaff (1-Handed)+31d6+1 bludgeoning%3%
Quarterstaff (2-Handed)+31d8+1 bludgeoning%3%
Dagger+61d4+4 piercing%3%
Longbow+81d8+4 piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
3
KNOWN
12
DC
Cast Mod
0
Cantrip:
3
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Jump
1 Action, Touch, VSM, 1 Minute Duration
(Material Cost: a grasshopper’s hind leg)

(1st-level transmutation)

You touch a creature. The creature’s jump distance is

tripled until the spell ends.
























--

Hunter’s Mark
1 Bonus Action, 90 feet line-of-sight, V, Concentration, Up to 1 Hour Duration

(1st-level divination)

You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
you hit it with a weapon attack, and you have advantage
on any Wisdom (Perception) or Wisdom (Survival)
check you make to find it. If the target drops to 0 hit
points before this spell ends, you can use a bonus action

on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain

your concentration on the spell for up to 24 hours.
























--

Cure Wounds
1 Action, Touch, VS, Instantaneous

(1st-level evocation)

A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This

spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
Jump
1 Action, Touch, VSM, 1 Minute Duration
(Material Cost: a grasshopper’s hind leg)
(1st-level transmutation)

You touch a creature. The creature’s jump distance is
tripled until the spell ends.

-----------------------------------------------------------------------

Hunter’s Mark
1 Bonus Action, 90 feet line-of-sight, V, Concentration, Up to 1 Hour Duration
(1st-level divination)

You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
you hit it with a weapon attack, and you have advantage
on any Wisdom (Perception) or Wisdom (Survival)
check you make to find it. If the target drops to 0 hit
points before this spell ends, you can use a bonus action
on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. When you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.

-----------------------------------------------------------------------

Cure Wounds
1 Action, Touch, VS, Instantaneous
(1st-level evocation)

A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
SPELLCASTING
[+instructions]
FEATURES & TRAITS
3d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Staff
Hunting trap
Trophy from an animal you killed
Set of traveler’s clothes
A belt pouch
2 keys

Leather Armor
Dagger
Two Eigthstaffs
Longbow (19 arrows)
Javelin (Bad Quality)

Explorer’s Pack:
- A backpack
- A bedroll
- A mess kit
- A tinderbox
- 18 torches
- 10 days of rations
- A waterskin
- 50 feet of hempen rope strapped to the side of it.
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
15gp
WEALTH
Common
Elvish
Dwarvish
Beastish?

Kazoo
Light/medium armor
Shields
Martial and Simple Weapons
PROFICIENCIES & LANGUAGES
I once ran twenty-five miles without stopping to warn
to my clan of an approaching orc horde. I’d do it again
if I had to.

PERSONALITY TRAITS
Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
IDEALS
My family, clan, or tribe is the most important thing in
my life, even when they are far from me.
BONDS
I am slow to trust members of other races, tribes, and
societies.
FLAWS
 
Origin: Trapper (Forester?)

Fighting Style: Archery (+2 to attack rolls)



Feature: Wanderer
- You have an excellent memory for maps and geography, and you can always recall
the general layout of terrain, settlements, and other features around you.

- You can find food and fresh water for yourself and up to five other people
each day, provided that the land offers berries, small game, water, and so forth.



Suggested Characteristics
- Rude and uncouth among civilized folk
- Little respect for the niceties of life in the cities
- The ties of tribe, clan, family, and the natural world of which they are a part
are the most important bonds to most outlanders.



Favored Enemy: Beasts
- You have advantage on Wisdom (Survival) checks
to track your favored enemies

- You have advantage on Intelligence checks
to recall information about them

You choose one additional favored enemy, as well as
an associated language, at 6th and 14th level. As you
gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.



Favored Terrain: Forest
- When you make an Intelligence or Wisdom check related to your
favored terrain, your proficiency bonus is doubled if you are
using a skill that you’re proficient in.

- While traveling for an hour or more in your favored terrain,
you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- 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.
- While traveling through your favored terrain with only the
raven or 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 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.



Beginning at 3rd level, 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.



Ranger’s Companion: Raven
- Tiny
- AC: 14 (12+2)
- HP: 16 (4*4)
- Hit Dice: 1d8/4 (1 hp)
- Speed: 10 walking, 50 flying
- Skills: Perception +5 (+3+2)
- Senses: Passive Perception 15 (13+2)
- STR 2 (-4)
- DEX 14 (+2)
- CON 8 (-1)
- INT 2 (-4)
- WIS 12 (+1)
- CHA 6 (-2)
- Attacks: Beak +6 to hit, 3 piercing ((+4+2) and (1+2) respectively)
- Add your proficiency bonus to any saving throws
- Mimicry: The raven can mimic simple sounds it has heard;
debunked with a successful DC 10 Wisdom (Insight) check.
- On your turn (verbal commands):
- Move (no action cost)
- Attack
- Dash
- Disengage
- Dodge
- Help

Once you have the Extra Attack feature,
you can make one weapon attack yourself when you
command the beast to take the Attack action.

If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another
beast that isn’t hostile to you, either the same
type of beast as before or a different one.



Hunting Trap:
When you use your action to set it,
this trap forms a saw-toothed steel ring that snaps shut
when a creature steps on a pressure plate in the center.
The trap is affixed by a heavy chain to an immobile
object, such as a tree or a spike driven into the ground.
A creature that steps on the plate must succeed on a DC
13 Dexterity saving throw or take 1d4 piercing damage
and stop moving. Thereafter, until the creature breaks
free of the trap, its movement is limited by the length
o f the chain (typically 3 feet long). A creature can use
its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the
trapped creature.





Ranger Spells:
1st Level
Alarm ** (Taken)
Animal Friendship **
Cure Wounds *** (Taken)
Detect Magic ***
Detect Poison and Disease
Ensnaring Strike *
Fog Cloud
Goodberry
Hail of Thorns *
Hunter’s Mark ***
Jump ***
Longstrider *
Speak with Animals (Taken)
DESCRIPTION & EXTRA INFO
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