Class & Level

Hunter Ranger

Species

Tiefling

Background

Folk Hero

Alignment

______________

Strength

15

+2

Dexterity

17

+3

Constitution

13

+1

Intelligence

12

+1

Wisdom

15

+2

Charisma

12

+1

14

Armour
Class

+3

Initiative
Bonus

30

Movement
Speed

25

Max Health Points

Saving Throws

Strength

+4

Dexterity

+5

Constitution

+1

Intelligence

+1

Wisdom

+2

Charisma

+1

+2

Proficiency
Bonus

WIS

+2

Spellcasting
Modifier

12

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+4

Arcana Int

+1

Athletics Str

+2

Deception Cha

+1

History Int

+1

Insight Wis

+2

Intimidation Cha

+1

Investigation Int

+1

Medicine Wis

+4

Nature Int

+3

Perception Wis

+2

Performance Cha

+1

Persuasion Cha

+1

Religion Int

+1

Sleight of Hand Dex

+3

Stealth Dex

+5

Survival Wis

+4

Traits & Gear

Traits

Favoured Enemy: Monstrosities

Natural Explorer: Mountain

Hellish Resistance: Fire

Equipment & Money

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Darkvision

You can see in darkness (shades of grey) up to 60ft

Hellish Resistance

You have resistance to fire damage

Favoured Enemy

You have Advantage on survival checks to track monstrosities as well as INT checks to recall information about them. You also learn Abyssal as a language.

Natural Explorer

You have a favoured terrain type. Your proficiency bonus is doubled for skill checks related to mountainous terrain. While travelling for an hour or more in the mountains, difficult terrain does not slow your group’s travel, nor can you become lost par magical means, and you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.

Actions

Abilities that take require an action, bonus action or reaction. 

Longbow

+7 to hit

1d8+3

Range 150

Shortword

+5 to hit

1d6+3

Primeval Awareness

s an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

Hellish Rebuke

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Colossus slayer

Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : D10 : 🟥🟥🟥

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Absorb Element

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Ensnaring Strike

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Snare

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.