Level 2 Lightfoot Halfling Ranger 300
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Silenhood
Acolyte Neutral Good Kyrylo
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Favored Enemy. You have advantage on Survival
STRENGTH Leather 14 checks to track your favored enemies, as well as on
Intelligence checks to recall information about
PROFICIENCY BONUS +2
12
SHIELD
AC them.
Undead.
N
CIE C
+3 Strength Natural Explorer. When you make an Intelligence or
Y
PROFI
✘
+1 Wisdom check related to your favored terrain, your
✘ +5 Dexterity
proficiency bonus is doubled if you are using a skill
+2 Constitution ARMOR CLASS that you’re proficient in. While traveling for an hour
DEXTERITY
+0 Intelligence
or more in your favored terrain, you gain the
MAXIMUM HIT DICE TEMPORARY following benefits:
17 -1 Wisdom
+2 Charisma
24 2d10 Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical
CONDITIONAL
means.
Even when you are engaged in another activity
+3 while traveling, you remain alert to danger.
If you are traveling alone, you can move stealthily
CURRENT HIT POINTS at a normal pace.
CONSTITUTION DEATH SAVING THROWS
When you forage, you find twice as much food as
SAVING THROWS
you normally would.
14 N
CIE C
+3 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
While tracking other creatures, you also learn
their exact number, their sizes, and how long ago
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION they passed through the area.
-1 Animal Handling (Wis)
Underdark.
+2 +0 Arcana (Int)
Fighting Style.
✘ +3 Athletics (Str)
Archery. You gain a +2 bonus to attack rolls you
INTELLIGENCE +2 Deception (Cha) make with ranged weapons.
10 ✘
+0 History (Int)
+1 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
-1 Medicine (Wis) Lucky. When you roll a 1 on an attack roll, ability
WISDOM
check, or saving throw, you can reroll the die and
+0 Nature (Int) must use the new roll.
8 ✘ +1 Perception (Wis)
+2 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
+2 Persuasion (Cha)
-1 ✘ +2 Religion (Int)
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than
+3 Sleight of Hand (Dex) yours.
CHARISMA ✘ +5 Stealth (Dex) Naturally Stealthy. You can attempt to hide even
14 -1 Survival (Wis) when you are obscured only by a creature that is
SKILLS at least one size larger than you.
+2 11 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Longbow 150/600 +7 vs AC 1d8+3 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS
Armor Proficiencies. Light Armor, Medium Armor,
Shields
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. –
Languages. Common, Halfling, Infernal, Abyssal,
Elvish
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 21 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT
Silenhood White Dark Blue Dark Sapphire
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
ВИЖИТИ
I’ve enjoyed fine food, drink, and high society among
my temple’s elite. Rough living grates on me. Тобі невідомо, хто ти і як опинився тут, але єдине, в чому ти впевнений, — це відчуття, що маєш виконати
Nothing can shake my optimistic attitude.
важливу місію. Єдина мета, яка тебе спонукає, — вижити.
PERSONALITY TRAITS
Power. I hope to one day rise to the top of my faith’s
religious hierarchy. (Lawful)
IDEAL
I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.
BOND
Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
FLAW BACKGROUND STORY
Shelter of the Faithful
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.
BACKGROUND FEATURE
An ancient arrow of elven design
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Dungeoneer’s Pack 1 10
Dice Set 1 —
Backpack 1 5
[Leather] 1 10
[Longbow] 1 2
Shortsword 1 2
Whip 1 3
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
32 lb / 180 lb 360 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 +1 9 N/A
SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE
Ranger
1ST LEVEL 2 SPELL SLOTS Detect Poison and Disease Hunter’s Mark
Detect Poison and Disease Hunter’s Mark
1st-level divination (ritual) 1st-level divination
CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 90 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a yew leaf) COMPONENTS V
For the duration, you can sense the presence and location of poisons, You choose a creature you can see within range and mystically mark
poisonous creatures, and diseases within 30 feet of you. You also it as your quarry. Until the spell ends, you deal an extra 1d6 damage
identify the kind of poison, poisonous creature, or disease in each to the target whenever you hit it with a weapon attack, and you have
case. The spell can penetrate most barriers, but is blocked by 1 foot advantage on any Wisdom (Perception) or Wisdom (Survival) check
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of you make to find it. If the target drops to 0 hit points before this spell
wood or dirt. 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.
Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook
Dungeoneer’s Pack Dice Set Backpack
Equipment Packs Tools Adventuring Gear
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 If you are proficient with the Dice Set, you can add your A backpack is a leather pack carried on the back, typically
torches, a tinderbox, 10 days of rations, and a waterskin. proficiency bonus to ability checks you make to play a with straps to secure it. A backpack can hold 1 cubic foot/
The pack also has 50 feet of hempen rope strapped to the game. 30 pounds of gear.
side of it. You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
10 lbs. System Reference Document — System Reference Document 5 lb. System Reference Document
Leather Longbow Shortsword
Armor Weapons Weapons
The breastplate and shoulder protectors of this armor are
made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.
10 lb. System Reference Document 2 lb. System Reference Document 2 lb. System Reference Document
Whip
Weapons
3 lb. System Reference Document