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Sulivan Hark

Sulivan Hark is a Level 3 Human Ranger with a Farmer background, characterized by a neutral alignment and a range of skills including high Dexterity and Wisdom. He possesses various weapons, spells, and features such as Hunter's Mark and Colossus Slayer, along with a diverse set of proficiencies and languages. His equipment includes leather armor, a longbow, and a collection of adventuring gear, alongside a modest amount of currency and healing potions.
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0% found this document useful (0 votes)
13 views2 pages

Sulivan Hark

Sulivan Hark is a Level 3 Human Ranger with a Farmer background, characterized by a neutral alignment and a range of skills including high Dexterity and Wisdom. He possesses various weapons, spells, and features such as Hunter's Mark and Colossus Slayer, along with a diverse set of proficiencies and languages. His equipment includes leather armor, a longbow, and a collection of adventuring gear, alongside a modest amount of currency and healing potions.
Copyright
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Sulivan Hark

Ranger 3 (Hunter) 972 Silver


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Human Farmer A Forma Da �gua
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral. I will help others, but
(AC) INITIATIVE avoid serious personal risks or loyalties
11
SAVING THROWS
14 +3 30 ft. that don't benefit me.

Farmer Background [PHB 2024, p. 180]


Armor Worn: leather armor
+2 Strength Saves * • Tech: Medieval / Steel Age.
DEX +5 Dexterity Saves * • Traits: Regularly petitions nobles to ease
HIT POINTS HIT DICE
+3 +3 Constitution Saves
+0 Intelligence Saves
37 3d10
taxes. Escaping from supernatural tyrant.
• Ideal: Longs to see the world.
16 +2 Wisdom Saves • Bond: Homesick when away.
-1 Charisma Saves • Flaw: Jealous of neighbors.
DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Human Traits [PHB 2024, p. 194]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+3 +3 Acrobatics (Dex) Basic Attack. One target per Attack action.


• Age: 28 years old
• Medium Size (5' 2", 134 lbs.)
• Resourceful (gain Heroic Inspiration after
16 +4 Animal Handling (Wis) *
each long Rest)
+0 Arcana (Int) Shortsword. Melee Weapon Attack: +5 to
hit, reach 5 ft. Hit: 1d6+3 piercing • Skillful (Stealth proficiency)
+2 Athletics (Str) *
damage. + Vex: On hit, gain adv. on next • Versatile (Skilled feat)
-1 Deception (Cha)
INT attack on target before end of next turn.
+2 History (Int) *
+0 +4 Insight (Wis) *
Longbow. Ranged Weapon Attack: +5 to hit. Hit:
Ranger Class Features [PHB 2024, p. 119]
• Favored Enemy (Hunter's Mark 2 times
betw. long rests)
11 -1 Intimidation (Cha) 1d8+3 piercing damage. (Normal range to
• Weapon Mastery (2 weapons)
+2 Investigation (Int) * 150 ft.; disadvantage long range 151 to 600
+2 Medicine (Wis) ft. Must be used two-handed.) + Slow: On • Deft Explorer (expertise, bonus language)
damage, target's speed reduced by 10 ft. • Hunter's Lore (know Hunter's Mark
+2 Nature (Int) *
WIS immunities, resistences, vulnerabilities)
+6 Perception (Wis) ** • Hunter's Prey: Colossus Slayer (+1d8
+2 -1 Performance (Cha)
FEATS & SPECIAL ABILITIES
Skilled Feat [PHB 2024, p. 201]: Additional
damage to wounded) or Horde Breaker
(extra attack on another target in 5 ft.)
15 -1 Persuasion (Cha)
proficiencies (Insight, Investigation, and
+0 Religion (Int) History).
+3 Sleight of Hand (Dex) Spellcasting [PHB 2024, p. 235]
+5 Stealth (Dex) * Tough Feat [PHB 2024,p. 202]: Your h.p. total is
CHA boosted. Spell Attack Modifier +4
+6 Survival (Wis) **
-1 * Prof. bonus added Fighting Style: Druidic Warrior [PHB 2024,
p. 120]: Added cantrips.
Spell Save DC 12

8 ** Expertise
Cantrips Known: Guidance, Starry Wisp
Starry Wisp Cantrip. Ranged Spell Attack: +4 to
16 PASSIVE WISDOM
(PERCEPTION) hit. Hit: 1d8 radiant damage and target emits
10-ft. dim light and cannot be invisible until Prepared Spells
the end of your next turn. 1st Level (3 slots): Ensnaring Strike, Entangle,
PROFICIENCIES & LANGUAGES Hail of Thorns, Hunter's Mark, Longstrider
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: carpenter's tools, leatherworker's tools
Saving Throws: Strength, Dexterity
Skills: Animal Handling, Athletics, History,
Insight, Investigation, Nature, Perception,
Stealth, Survival
Languages: Common, Elvish, Orc, Draconic
EQUIPMENT & TREASURE ENCUMBRANCE
Carried Gear [PHB 2024, p. 213]: leather Lifting & Carrying: 165 lbs. max. carrying
armor (AC 11), studded leather (AC 12), capacity; 330 lbs. pushing or dragging
scimitar, shortsword, two (2) (speed -5 ft.); 330 lbs. max. lift.
shortswords, longbow and 20 arrows,
sickle, explorer's pack (backpack, a
bedroll, a mess kit, a tinderbox, 10
torches, 10 days' rations, waterskin, 50
feet of hempen rope on the side),
leatherworker's tools (skinning knives,
curing salt, vials of tannins, etc.),
ammunition: arrows (20), belt pouch, set
of common clothes, set of traveler's
clothes, druidic focus: sprig of mistletoe,
iron pot, quiver, shovel. (This load is
about 134 lbs.; add 1 lb. per 50 coins
carried.)

Magic Items [DMG p. 135]:


• potion of healing (2d4+2 hp)
Note: (a) Item attuned to character.

Coins & Gems: 38 gold pieces (g.p.); 26 silver


pieces (s.p.); 58 copper pieces (c.p.); 2
gems (worth 10 g.p. each)

PLAYING THE GAME ACTIONS (1 per turn) BONUS ACTIONS (up to 1 per turn)
• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Consume Potion: Drink for yourself or
scene and players take turns describing classes and creatures make extra attacks administer to another within 5 feet.
their characters' responses, often using at higher levels with this action. Mastery • Offhand Attack: If doing Attack as action,
one of six abilities: with a weapon includes additional may make one attack this turn if light
• Strength (STR) (physical prowess), possible combat effects. weapon in other hand.
• Dexterity (DEX) (agility, reflexes), • Dash: Double Speed this turn. • Magic (Cast Spell): If casting time 1 bonus
• Constitution (CON) (health, fortitude), • Disengage: Avoiding all opportunity attacks action.
• Intelligence (INT) (memory, reason), while moving; "defensive retreat."
• Wisdom (WIS) (awareness, willpower), • Dodge: Give attackers disadvantage and MOVEMENTS (limited by Speed)
• Charisma (CHA) (appeal, leadership). gain advantage on Dexterity saves for • Move: Distance equal to Speed.
• For ability checks, saving throws, and attack yourself. • Crawl, Climb, Swim, Squeeze, Move Across
rolls, roll 1d20 + one ability modifier + • Escape: Try to break free from grapple via Difficult Terrain or Move While
proficiency bonus (if proficient in task). Strength (Athletics) or Dexterity Grappling: "Half speed," uses up 10 ft. of
Other modifiers may come from class (Acrobatics). Speed per 5 ft. distance.
features or spells. The higher the total, • Grapple: Special melee attack to give target • Drop Prone: No cost to Speed.
the better the effort. The DM tracks the Grappled condition. • Stand Up: From Prone position/condition,
minimum totals needed for successful • Help (Stabilize): DC 10 Medicine check to costs half Speed that turn.
results. aid 0 h.p. dying creature; automatic • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative success if using healer's kit. gives +2 to Armor Class and Dexterity
(DEX) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and DEX saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Influence: Make a Charisma check to alter REACTIONS (1 between turns)
• Cast Spell: If casting time 1 reaction.
bonus action. Between turns, do up to 1 a creature's attitude.
• Opportunity Attack: May make one attack
reaction. • Magic: Cast a spell with a casting time 1
if enemy moves out of reach.
• Advantage: Roll two d20s and use the action, or use a magical item or feature.
higher result. Disadvantage: Roll two d20s • Ready: Plan to take action as a reaction • Readied Action: After trigger occurs, else
and use the lower result. when a trigger occurs. action wasted.
• On attack rolls only, a "natural 20" is always • Search: Make a Wisdom (Insight, Medicine, FREE ACTIONS
a critical hit, while a "natural 1" is always Perception, or Survival) check. • Concentration (Maintain A Spell): Ends if
a miss. • Shove: Special melee attack. caster starts another concentration spell,
• Saving throws do not count as actions and • Study: Make an Intelligence (Arcana, or the caster is incapacitated, stunned,
are rolled as needed at any time due to History, Investigation, Nature, or Religion) unconscious, or killed. If caster takes
attacks, spells, or hazards. check. damage, a Constitution saving throw is
• A character may die if failing three death • Utilize: Use a nonmagical item (pick a lock, needed to avoid immediately ending
saves while at 0 hit points, gaining 6 cover a hooded lantern, equip or drop a spell. DC equals 10 or half damage,
levels of Exhaustion, or suffering certain shield, etc. whichever greater. Each hit needs a
deadly spells and hazards. separate saving throw check.
• Specific traits, features, spells, and magic
items may create exceptions to any rules.

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