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Level 6 Human Ranger, Hunter 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Himmel Kätzlein
Outlander Chaotic Neutral Bahamut SkyBlue32
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sharpshooter. Attacking at long range doesn’t impose


STRENGTH Studded Leather 15 disadvantage on your ranged weapon attack
rolls.Your ranged weapon attacks ignore half cover
PROFICIENCY BONUS +3
13
SHIELD
AC and three-quarters cover.Before you make an attack
with a ranged weapon that you are proficient with,
N
you can choose to take a - 5 penalty to the attack roll.
CIE C

+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

SAVING THROWS group’s travel.Your group can’t become lost except by


magical means.Even when you are engaged in
16 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
another activity while traveling, you remain alert to
Y
PROFI

danger.If you are traveling alone, you can move


RT

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)

12 ✘ +2 Survival (Wis) Colossus Slayer (1/Turn). When you hit a creature


SKILLS with a weapon attack, the creature takes an extra 1d8
damage if it’s below its hp maximum.

+1 9 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Longbow 150/600 +8 vs AC 1d8+3 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+3 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Lute

Languages. Common, Draconic, Giant, Gnomish,


Goblin

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Himmel Kätzlein
CHARACTER NAME EYES SKIN HAIR

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

Change. Life is like the seasons, in constant change,


and we must change with it. (Chaotic)

IDEAL

My family, clan, or tribe is the most important thing


in my life, even when they are far from me.

BOND

I am slow to trust members of other races, tribes,


and societies.

FLAW BACKGROUND STORY

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

26.5 lb / 195 lb 390 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +2 10 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Hunter

1ST LEVEL 4 SPELL SLOTS Alarm Cure Wounds


Hunter’s Mark

2ND LEVEL 2 SPELL SLOTS Darkvision


Alarm Cure Wounds Hunter’s Mark
1st-level abjuration (ritual) 1st-level evocation 1st-level divination

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

CASTING TIME 1 action


RANGE Touch
DURATION 8 hours
COMPONENTS V, S, M (either a pinch of dried carrot or an agate)

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.

Spellcasting (Ranger) Player’s Handbook


Studded Leather Longbow Potion of Greater Healing
Armor Weapons Potions

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

Dagger Dungeoneer’s Pack


Weapons Equipment Packs

Includes a backpack, a crowbar, a hammer, 10 pitons, 10


torches, a tinderbox, 10 days of rations, and a waterskin.
The pack also has 50 feet of hempen rope strapped to the
side of it.

1 lb. Player’s Handbook 10 lbs. Player’s Handbook

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