Himmel Kätzlein New
Himmel Kätzlein New
Himmel Kätzlein New
STEALTH DISADVANTAGE
+4 Strength If the attack hits, you add +10 to the attack’s damage.
Y
PROFI
✘
+1
✘ +6 Dexterity Favored Enemy. You have advantage on Survival
+3 Constitution ARMOR CLASS checks to track your favored enemies, as well as on
DEXTERITY Intelligence checks to recall information about them.
+0 Intelligence Beasts.
MAXIMUM HIT DICE TEMPORARY
17 -1 Wisdom Monstrosities.
58 6d10
+1 Charisma Natural Explorer. When you make an Intelligence or
CONDITIONAL Wisdom check related to your favored terrain, your
+3 proficiency bonus is doubled if you are using a skill
that you’re proficient in. While traveling for an hour
CURRENT HIT POINTS or more in your favored terrain, you gain the
following benefits:Difficult terrain doesn’t slow your
CONSTITUTION DEATH SAVING THROWS
+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
another activity while traveling, you remain alert to
Y
PROFI
EXPE
-1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION stealthily at a normal pace.When you forage, you find
+3 +0 Arcana (Int)
twice as much food as you normally would.While
tracking other creatures, you also learn their exact
✘ +4 Athletics (Str)
number, their sizes, and how long ago they passed
through the area.
INTELLIGENCE +1 Deception (Cha) Grassland.
Forest.
10 +0 History (Int)
-1 Insight (Wis) Fighting Style.
Archery. You gain a +2 bonus to attack rolls you
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS make with ranged weapons.
+0 ✘ +3 Investigation (Int)
Primeval Awareness (Action). You can expend one
-1 Medicine (Wis) ranger spell slot to focus your awareness on the
WISDOM ✘ +3 Nature (Int) region around you.For 1 minute per level of the spell
slot you expend, you can sense whether the following
8 -1 Perception (Wis)
+1 Performance (Cha)
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,
+1 Persuasion (Cha) fey, fiends, and undead. This feature doesn’t reveal
-1 +0 Religion (Int)
the creatures’ location or number.
+3 Sleight of Hand (Dex) Extra Attack. You can attack twice, instead of once,
CHARISMA whenever you take the Attack action on your turn.
✘ +6 Stealth (Dex)
+1 9 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I once ran twenty-five miles without stopping to nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
warn to my clan of an approaching orc horde. I’d do features of the terrain, you know the ways of the wild.
it again if I had to.
I place no stock in wealthy or well-mannered folk.
Money and manners won’t save you from a hungry
owlbear.
PERSONALITY TRAITS
IDEAL
BOND
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. In addition, 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.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Studded Leather] 1 13 Potion of Greater Healing 1 .5
[Longbow] 1 2
Dagger 1 1
Dungeoneer’s Pack 1 10
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +2 10 N/A
CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Touch RANGE 90 feet
DURATION 8 hours DURATION Instantaneous DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a tiny bell and a piece of fine silver wire) COMPONENTS V, S COMPONENTS V
You set an alarm against unwanted intrusion. Choose a door, a A creature you touch regains a number of hit points equal to 1d8 + You choose a creature you can see within range and mystically mark
window, or an area within range that is no larger than a 20-foot cube. your spellcasting ability modifier. This spell has no effect on undead it as your quarry. Until the spell ends, you deal an extra 1d6 damage
Until the spell ends, an alarm alerts you whenever a tiny or larger or constructs. to the target whenever you hit it with a weapon attack, and you have
creature touches or enters the warded area. When you cast the spell, At Higher Levels. When you cast this spell using a spell slot of 2nd advantage on any Wisdom (Perception) or Wisdom (Survival) check
you can designate creatures that won’t set off the alarm. You also level or higher, the healing increases by 1d8 for each slot level above you make to find it. If the target drops to 0 hit points before this spell
choose whether the alarm is mental or audible. 1st. ends, you can use a bonus action on a subsequent turn of yours to
A mental alarm alerts you with a ping in your mind if you are within mark a new creature.
1 mile of the warded area. This ping awakens you if you are sleeping. At Higher Levels. When you cast this spell using a spell slot of 3rd
An audible alarm produces the sound of a hand bell for 10 seconds or 4th level, you can maintain your concentration on the spell for up
within 60 feet. 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.
Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Darkvision
2nd-level transmutation
You touch a willing creature to grant it the ability to see in the dark.
For the duration, that creature has darkvision out to a range of 60
feet.
Made from tough but flexible leather, studded leather is You regain 4d4 + 4 hit points when you drink this potion.
reinforced with close-set rivets or spikes. Whatever its potency, the potion’s red liquid glimmers
when agitated.
13 lb. Player’s Handbook 2 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide