0% found this document useful (0 votes)
36 views7 pages

Bob Saget

TRETH
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
36 views7 pages

Bob Saget

TRETH
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Level 8 Dark Elf Ranger, Gloom Stalker (5) / Warlock, The Hexblade (3) 34000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bob Saget
Outlander Neutral Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright

STRENGTH Unarmored (15) 15 light, and in darkness as if it were dim light.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were
PROFICIENCY BONUS +3
10
SHIELD bright light, and in darkness as if it were dim light.
AC
Elven Accuracy. Whenever you have advantage on an attack roll using
Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice
N
once.
CIE C

+3 Strength
Y
PROFI


+0 Favored Enemy. You have advantage on Survival checks to track your favored
enemies, as well as on Intelligence checks to recall information about them.
✘ +8 Dexterity Celestials.

+1 Constitution ARMOR CLASS Natural Explorer. When you make an Intelligence or Wisdom check related to
your favored terrain, your proficiency bonus is doubled if you are using a skill
DEXTERITY
+0 Intelligence 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
MAXIMUM HIT DICE TEMPORARY

20
group’s travel.Your group can’t become lost except by magical means.Even
+4 Wisdom
50 5d10/3d8 when you are engaged in another activity while traveling, you remain alert to
danger.If you are traveling alone, you can move stealthily at a normal
+4 Charisma pace.When you forage, you find twice as much food as you normally
CONDITIONAL
would.While tracking other creatures, you also learn their exact number, their
sizes, and how long ago they passed through the area.
+5 Underdark.

Fighting Style.
CURRENT HIT POINTS Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

CONSTITUTION DEATH SAVING THROWS Gloom Stalker. Gloom Stalkers are at home in the darkest places: deep under
SAVING THROWS the earth, in gloomy alleyways, in primeval forests, and wherever else the light
dims.

12 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Primeval Awareness (Action). You can expend one ranger spell slot to focus
Y
PROFI

your awareness on the region around you.For 1 minute per level of the spell
RT

EXPE
slot you expend, you can sense whether the following types of creatures are
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION present within 1 mile of you (or within up to 6 miles if you are in your favored
+1
terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead.
Darkvision, Superior Darkvision This feature doesn’t reveal the creatures’ location or number.
+0 Arcana (Int)
Extra Attack. You can attack twice, instead of once, whenever you take the
✘ +3 Athletics (Str) Attack action on your turn.
INTELLIGENCE +4 Deception (Cha) Dread Ambusher. At the start of your first turn, your walking speed increases
by 10ft until the end of that turn. If you attack that turn, make one additional

10
weapon attack. If it hits, the target takes an extra 1d8 damage.
+0 History (Int)
Umbral Sight. While in darkness, you are invisible to any creature that relies on
✘ +7 Insight (Wis) darkvision to see you in that darkness.

+4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Eldritch Invocations.


+0 ✘ +3 Investigation (Int)
Lance of Lethargy. Once on each of your turns when you hit a creature with
your eldritch blast, you can reduce that creature’s speed by 10 feet until the
end of your next turn.
Fey Ancestry. Advantage on saving throws against Chilling Hex (Bonus Action). You cause frost to swirl around a target cursed by
+4 Medicine (Wis) your Hexblade’s Curse, dealing 4 cold damage to each of your enemies within 5
WISDOM
being charmed, and magic can’t put you to sleep. feet of the target.
+0 Nature (Int)
Pact of the Blade (Action). Create a pact weapon in your empty hand. This

18 ✘ +7 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they weapon counts as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.Your pact weapon disappears if it
meditate deeply, remaining semiconscious, for 4 is more than 5 feet away from you for 1 minute or more. It also disappears if
+4 Performance (Cha) hours a day. you use this feature again, if you dismiss the weapon (no action required), or if
you die.You can transform one magic weapon into your pact weapon by
+4 Persuasion (Cha) performing a special ritual while you hold the weapon. You perform the ritual
+4 +0 Religion (Int)
Sunlight Sensitivity. You have disadvantage on over the course of 1 hour, which can be done during a short rest. You can then
dismiss the weapon, shunting it into an extradimensional space, and it appears
attack rolls and on Perception checks that rely on whenever you create your pact weapon thereafter. You can’t affect an artifact
+5 Sleight of Hand (Dex) sight when you, the target of your attack, or or a sentient weapon in this way. The weapon ceases being your pact weapon if
you die, if you perform the 1-hour ritual on a different weapon, or if you use a
CHARISMA whatever you are trying to perceive is in direct 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in
✘ +8 Stealth (Dex) sunlight. the extradimensional space when the bond breaks.

18 ✘ +7 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire and Darkness 1/long rest.
Hexblade’s Curse (Bonus Action—1/Short Rest). Choose one creature you can
see within 30ft. The target is cursed for 1 minute. Until the curse ends, you gain
the following benefits:You gain a +3 bonus to damage rolls against the cursed
target and any attack roll you make against the cursed target is a critical hit on
(Charisma) a roll of 19 or 20 on the d20.If the cursed target dies, you regain 7 hp.
+4 17 PASSIVE PERCEPTION Hex Warrior. Whenever you finish a long rest, you can touch one weapon that
you are proficient with and that lacks the two-handed property. When you
attack with that weapon, you can use +7 for the attack and +4 damage.

ADVANTAGE

INITIATIVE +9 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shields

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons, Martial
Weapons

Tool Proficiencies. Shawm

Languages. Common, Elvish, Draconic, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Bob Saget
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 place no stock in wealthy or well-mannered folk. nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
Money and manners won’t save you from a hungry features of the terrain, you know the ways of the wild.
owlbear.
I place no stock in wealthy or well-mannered folk.
Money and manners won’t save you from a hungry
owlbear.
PERSONALITY TRAITS

Nature. The natural world is more important than all


the constructs of civilization. (Neutral)

IDEAL

An injury to the unspoiled wilderness of my home is


an injury to 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

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

lb / 150 lb 300 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 +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Gloom Stalker

1ST LEVEL 4 SPELL SLOTS Absorb Elements Disguise Self


Goodberry Hunter’s Mark Zephyr Strike

2ND LEVEL 2 SPELL SLOTS Rope Trick

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Hexblade

CANTRIPS Eldritch Blast True Strike

1ST LEVEL Healing Elixir Hex


Wrathful Smite

2ND LEVEL 2 SPELL SLOTS Misty Step

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Dancing Lights (Dark Elf)

1ST LEVEL Faerie Fire (Dark Elf)


SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Other Spells

2ND LEVEL Darkness (Dark Elf)


Dancing Lights Eldritch Blast True Strike
Evocation Cantrip Evocation Cantrip Divination Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 120 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 round
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS S

You create up to four torch-sized lights within range, making them A beam of crackling energy streaks toward a creature within range. You extend your hand and point a finger at a target in range. Your
appear as torches, lanterns, or glowing orbs that hover in the air for Make a ranged spell attack against the target. On a hit, the target magic grants you a brief insight into the target’s defenses. On your
the duration. You can also combine the four lights into one glowing takes 1d10 force damage. next turn, you gain advantage on your first attack roll against the
vaguely humanoid form of Medium size. Whichever form you choose, The spell creates more than one beam when you reach higher target, provided that this spell hasn’t ended.
each light sheds dim light in a 10-foot radius. As a bonus action on levels: two beams at 5th level, three beams at 11th level, and four
your turn, you can move the lights up to 60 feet to a new spot within beams at 17th level. you can direct the beams at the same target or
range. A light must be within 20 feet of another light created by this at different ones. Make a separate attack roll for each beam.
spell, and a light winks out if it exceeds the spell’s range.

Drow Magic (Dark Elf) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Absorb Elements Disguise Self Faerie Fire


1st-level abjuration 1st-level illusion 1st-level evocation

CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Self RANGE 60 feet
DURATION 1 round DURATION 1 hour DURATION Concentration, up to 1 minute
COMPONENTS S COMPONENTS V, S COMPONENTS V

The spell captures some of the incoming energy, lessening its effect You make yourself—including your clothing, armor, weapons, and Each object in a 20-foot cube within range is outlined in blue, green,
on you and storing it for your next melee attack. You have resistance other belongings on your person—look different until the spell ends or violet light (your choice). Any creature in the area when the spell is
to the triggering damage type until the start of your next turn. Also, or until you use your action to dismiss it. You can seem 1 foot shorter cast is also outlined in light if it fails a Dexterity saving throw. For the
the first time you hit with a melee attack on your next turn, the or taller and can appear thin, fat, or in between. You can’t change duration, objects and affected creatures shed dim light in a 10-foot
target takes an extra 1d6 damage of the triggering type, and the spell your body type, so you must adopt a form that has the same basic radius.
ends. arrangement of limbs. Otherwise, the extent of the illusion is up to Any attack roll against an affected creature or object has advantage
At Higher Levels. When you cast this spell using a spell slot of 2nd you. if the attacker can see it, and the affected creature or object can’t
level or higher, the extra damage increases by 1d6 for each slot level The changes wrought by this spell fail to hold up to physical benefit from being invisible.
above 1st. inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Ranger) Princes of the Apocalypse Gloom Stalker Magic (Ranger) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook

Goodberry Healing Elixir Hex


1st-level transmutation 1st-level conjuration 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 bonus action
RANGE Touch RANGE Self RANGE 90 feet
DURATION Instantaneous DURATION 24 hours DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a sprig of mistletoe) COMPONENTS V, S, M (alchemist’s supplies) COMPONENTS V, S, M (the petrified eye of a newt)

Up to ten berries appear in your hand and are infused with magic for You create a healing elixir in a simple vial that appears in your hand. You place a curse on a creature that you can see within range. Until
the duration. A creature can use its action to eat one berry. Eating a The elixir retains its potency for the duration or until it’s consumed, the spell ends, you deal an extra 1d6 necrotic damage to the target
berry restores 1 hit point, and the berry provides enough at which point the vial vanishes. whenever you hit it with an attack. Also, choose one ability when you
nourishment to sustain a creature for one day. The berries lose their As an action, a creature can drink the elixir or administer it to cast the spell. The target has disadvantage on ability checks made
potency if they have not been consumed within 24 hours of the another creature. The drinker regains 2d4 + 2 hit points. with the chosen ability. If the target drops to 0 hit points before this
casting of this spell. spell ends, you can use a bonus action on a subsequent turn of yours
to curse a new creature. A remove curse cast on the target ends this
spell early.
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.

Spellcasting (Ranger) Player’s Handbook Pact Magic (Warlock) UA: Starter Spells Pact Magic (Warlock) Player’s Handbook
Hunter’s Mark Wrathful Smite Zephyr Strike
1st-level divination 1st-level evocation 1st-level transmutation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 90 feet RANGE Self RANGE Self
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V COMPONENTS V

You choose a creature you can see within range and mystically mark The next time you hit with a melee weapon attack during this spell’s You move like the wind. Until the spell ends, your movement doesn’t
it as your quarry. Until the spell ends, you deal an extra 1d6 damage duration, your attack deals an extra 1d6 psychic damage. provoke opportunity attacks.
to the target whenever you hit it with a weapon attack, and you have Additionally, if the target is a creature, it must make a Wisdom saving Once before the spell ends, you can give yourself advantage on one
advantage on any Wisdom (Perception) or Wisdom (Survival) check throw or be frightened of you until the spell ends. As an action, the weapon attack roll on your turn. That attack deals an extra 1d8 force
you make to find it. If the target drops to 0 hit points before this spell creature can make a Wisdom check against your spell save DC to damage on a hit. Whether you hit or miss, your walking speed
ends, you can use a bonus action on a subsequent turn of yours to steel its resolve and end this spell. increases by 30 feet until the end of that turn.
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.

Spellcasting (Ranger) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything

Darkness Misty Step Rope Trick


2nd-level evocation 2nd-level conjuration 2nd-level transmutation

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 1 hour
COMPONENTS V, M (bat fur and a drop of pitch or piece of coal) COMPONENTS V COMPONENTS V, S, M (powdered corn extract and a twisted loop of parchment)

Magical darkness spreads from a point you choose within range to fill Briefly surrounded by silvery mist, you teleport up to 30 feet to an You touch a length of rope that is up to 60 feet long. One end of the
a 15-foot radius sphere for the duration. The darkness spreads unoccupied space that you can see. rope then rises into the air until the whole rope hangs perpendicular
around corners. A creature with darkvision can’t see through this to the ground. At the upper end of the rope, an invisible entrance
darkness, and nonmagical light can’t illuminate it. opens to an extradimensional space that lasts until the spell ends.
If the point you choose is on an object you are holding or one that The extradimensional space can be reached by climbing to the top of
isn’t being worn or carried, the darkness emanates from the object the rope. The space can hold as many as eight Medium or smaller
and moves with it. Completely covering the source of the darkness creatures. The rope can be pulled into the space, making the rope
with an opaque object, such as a bowl or a helm, blocks the darkness. disappear from view outside the space. Attacks and spells can’t cross
If any of this spell’s area overlaps with an area of light created by a through the entrance into or out of the extradimensional space, but
spell of 2nd level or lower, the spell that created the light is dispelled. those inside can see out of it as if through a 3-foot-by-5-foot window
centered on the rope. Anything inside the extradimensional space
drops out when the spell ends.

Drow Magic (Dark Elf) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook

You might also like