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Theraics

The document contains a character sheet for a Level 4 Gavony Human Ranger named Therai, detailing his abilities, skills, and equipment. Therai is a Lawful Neutral character with a background of seeking a place in nature due to past experiences with violence and racism. He possesses various ranger features, spells, and a detailed inventory of adventuring gear.

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

Theraics

The document contains a character sheet for a Level 4 Gavony Human Ranger named Therai, detailing his abilities, skills, and equipment. Therai is a Lawful Neutral character with a background of seeking a place in nature due to past experiences with violence and racism. He possesses various ranger features, spells, and a detailed inventory of adventuring gear.

Uploaded by

mostafaa.1592010
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
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Level 4 Gavony Human Ranger, Hunter 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Therai
Ruined Lawful Neutral Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Alert. You can’t be surprised while you are


STRENGTH Scale Mail 16 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +2
10
SHIELD
AC by you.

N
CIE C
Favored Enemy. You have advantage on Survival
+2 Strength checks to track your favored enemies, as well as on
Y
PROFI


+0 Intelligence checks to recall information about
✘ +5 Dexterity
them.
+2 Constitution ARMOR CLASS Beasts.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Natural Explorer. When you make an Intelligence or
16 +2 Wisdom

+1 Charisma
43 4d10 Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill
CONDITIONAL
that you’re proficient in. While traveling for an hour
or more in your favored terrain, you gain the
+3 following benefits:Difficult terrain doesn’t slow your
group’s travel.Your group can’t become lost except
CURRENT HIT POINTS by magical means.Even when you are engaged in
CONSTITUTION DEATH SAVING THROWS
another activity while traveling, you remain alert to
SAVING THROWS
danger.If you are traveling alone, you can move
14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
stealthily at a normal pace.When you forage, you
find twice as much food as you normally
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION would.While tracking other creatures, you also learn
+2 Animal Handling (Wis)
their exact number, their sizes, and how long ago
+2 +1 Arcana (Int) they passed through the area.
Forest.
✘ +2 Athletics (Str)
INTELLIGENCE +1 Deception (Cha) Fighting Style.
Archery. You gain a +2 bonus to attack rolls you
12 ✘


+3 History (Int)
+4 Insight (Wis)
make with ranged weapons.

Primeval Awareness (Action). You can expend one


+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS ranger spell slot to focus your awareness on the
+1 ✘ +3 Investigation (Int) region around you.For 1 minute per level of the
spell slot you expend, you can sense whether the
+2 Medicine (Wis)
following types of creatures are present within 1
WISDOM +1 Nature (Int) mile of you (or within up to 6 miles if you are in your
favored terrain): aberrations, celestials, dragons,
14 ✘ +4 Perception (Wis)
+1 Performance (Cha)
elementals, fey, fiends, and undead. This feature
doesn’t reveal the creatures’ location or number.
+1 Persuasion (Cha)
+2 Colossus Slayer (1/Turn). When you hit a creature
+1 Religion (Int) with a weapon attack, the creature takes an extra
1d8 damage if it’s below its hp maximum.
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

13 ✘ +4 Survival (Wis)
SKILLS

+1 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +8 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
Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light

Shortsword 5 ft +5 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Dragonchess set

Languages. Common, Elvish, Abyssal, Dwarvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 21 6'1" 110 lb.
GENDER AGE HEIGHT WEIGHT
Therai Green White Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

a human who abandonded his village looking for a place suitable for him every city village or country he enters he
leaves cause of the violence and raceism so he tried the nature but it was harder to find since it is dificult to find any
forest or natural place not destroied by humans on his search he meets the group he is in currently
I interpret every event as part of a larger pattern I
just haven't worked out yet. (Puzzle, Star)Every
moment is a gift I refuse to squander. (Euryale, Skull)

PERSONALITY TRAITS

Nature should be saved

IDEAL

Nature

BOND

Lack of patienece

FLAW BACKGROUND STORY

Fortune's Favor
You have weathered ruinous misfortune, and you
possess hidden reserves others don't expect. You
gain the Alert, Skilled, or Tough feat (your choice).

BACKGROUND FEATURE

A 1 inch cube, each side painted a different color

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Longbow] 1 2
Shortsword 2 4
[Scale Mail] 1 45
Quiver 1 1
Arrow 1 .05
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 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

111.1 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 +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Hunter

1ST LEVEL 3 SPELL SLOTS Hunter’s Mark Nightowl


Storm of Arrows
Hunter’s Mark Nightowl Storm of Arrows
1st-level divination 1st-level conjuration (ritual) 1st-level conjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE Self RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION 24 hours DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (feather of an owl) COMPONENTS V, S, M (a feather)

You choose a creature you can see within range and mystically mark Selune gives you her blessing, allowing you to summon the mythical You chant a minor incantation, brushing the arrows in your quiver
it as your quarry. Until the spell ends, you deal an extra 1d6 damage spirit of an owl that appears on your shoulder. The owl cannot attack with a feather. Upon finishing the casting, spectral duplicates of your
to the target whenever you hit it with a weapon attack, and you have or carry any objects but understands any simple commands you give arrows appear at a point in the sky you can see with in range, forming
advantage on any Wisdom (Perception) or Wisdom (Survival) check it up to a mile away. If not given any commands, the owl will sit a 10-foot radius cylinder up to 40 feet tall. Each creature in the
you make to find it. If the target drops to 0 hit points before this spell perched upon your shoulder. cylinder must make a Dexterity saving throw. A creature takes 3d6
ends, you can use a bonus action on a subsequent turn of yours to As a bonus action, you are able to see and hear through the piercing damage on a failed save, or half as much damage on a
mark a new creature. perspective of the spirit owl, but you become blinded and deafened successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd while doing so. At Higher Levels. When you cast this spell using a spell slot of 2nd
or 4th level, you can maintain your concentration on the spell for up level or higher, the damage increases by 1d6 for each spell slot level
to 8 hours. When you use a spell slot of 5th level or higher, you can above 1st.
maintain your concentration on the spell for up to 24 hours.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Grimlore’s Grimoire Spellcasting (Ranger) Grimlore’s Grimoire
Longbow Shortsword Shortsword
Weapons Weapons Weapons

2 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Scale Mail Quiver Arrow


Armor Adventuring Gear Ammunition

This armor consists of a coat and leggings (and perhaps a A quiver can hold up to 20 arrows. Arrows are used with a bow to make a ranged attack.
separate skirt) of leather covered with overlapping pieces
of metal, much like the scales of a fish. The suit includes
gauntlets.

45 lb. Player’s Handbook 1 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Backpack Bedroll Mess Kit


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook


Tinderbox Torch Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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