Class & Level

Species

Elf

Background

Background

Alignment

______________

Strength

10

+0

Dexterity

18

+4

Constitution

14

+2

Intelligence

12

+1

Wisdom

14

+2

Charisma

16

+3

16

Armour
Class

+2

Initiative
Bonus

35

Movement
Speed

Health Points

Saving Throws

Strength

+2

Dexterity

+6

Constitution

+2

Intelligence

+1

Wisdom

+2

Charisma

+3

+2

Proficiency
Bonus

WIS

+2

Spellcasting
Modifier

12

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+2

Arcana Int

+1

Athletics Str

+0

Deception Cha

+5

History Int

+1

Insight Wis

+2

Intimidation Cha

+3

Investigation Int

+1

Medicine Wis

+2

Nature Int

+1

Perception Wis

+2

Performance Cha

+3

Persuasion Cha

+5

Religion Int

+1

Sleight of Hand Dex

+6

Stealth Dex

+6

Survival Wis

+2

Traits & Gear

Traits

Dark vision upto 12 squares

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.

Thrown Weapon master

+2 damage when throwing weapons

Companion
Beast of the Land
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft., climb 40ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Actions
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4 slashing damage.

Actions

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

Favored Foe

Target an enemy within 6 squares. It takes 1d4 extra damage from attacks

 

Spells, Spellslots & Charges

Cantrips

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

Spells

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

Absorb Elements Lv1

You can halve damage from an elemental attack, and then add 1d6 of that element to your next attack.

Zephyr Strike Lv1

You can double you movement and add 1d8 force damage to your next attack. You also don’t get attacked when running away from enemies this turn.

Hunters Mark Lv1

You choose a creature you can see within 12 squares. For 1 hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.