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DD 5e Ranger 3 Monster Slayer Human Hermit

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0% found this document useful (0 votes)
63 views2 pages

DD 5e Ranger 3 Monster Slayer Human Hermit

Uploaded by

Simón Natale
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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Human Ranger (Monster Slayer), 3rd-level Hermit

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 14 +3 30 As a Ranger, you are at home in the


wilderness, stalking silent as a wolf and
striking swiftly from the shadows.
STRENGTH
ARMOR FEET

+2
CLASS INITIATIVE SPEED
+4 Strength
+5 Dexterity Hit Point Maximum 25
14
Constitution Skulker. You are an expert at stalking
through the shadows.
DEXTERITY Intelligence
• You can try to hide when you are lightly
Wisdom
+3
CURRENT HIT POINTS obscured from the creature from which
Charisma you are hiding.
• When you are hidden from a creature and
SAVING THROWS miss it with a ranged weapon attack,
16 making the attack doesn’t reveal your
position.
TEMPORARY HIT POINTS
CONSTITUTION Acrobatics ( Dex) • Dim light doesn’t impose disadvantage on
Animal Handling ( Wis ) your Perception checks relying on sight.

+1 Arcana ( Int)
Total 3D10 SUCCESSES Favoured Enemy. You gain a +2 bonus to weapon
attack damage against beasts. Plus, you have
FAILURES advantage on Wisdom (Survival) checks to track
Athletics ( Str )
12 HIT DICE DEATH SAVES
beasts, as well as on Intelligence checks to
Deception ( Cha) recall information about them.
History ( Int) Natural Explorer. You are a master of
INTELLIGENCE navigating the natural world, gaining the
NAME ATK BONUS DAMAGE/TYPE
Insight ( Wis )
following benefits:
+0 Intimidation ( Cha) Longbow 1 +7 1D8+3 PIERCING • You ignore difficult terrain
Investigation ( Int) Shortsword 2 +5 1D6+3 PIERCING • You have advantage on initiative rolls
10 +4 Medicine ( Wis )
Spellcasting 3 +4 SPECIAL
• On your first turn in combat, you have
+2 advantage on attack rolls against creatures
Nature ( Int) 1
You can fire a longbow 150 ft., or up to 600 ft. that have not yet acted.
WISDOM +4 Perception ( Wis ) with disadvantage on the attack roll.
• Your group can’t become lost in the

+2
2
You can wield both of your shortswords, one in wilderness, except by magical means.
Performance ( Cha)
each hand. When you do so, you can use a bonus
Persuasion ( Cha) action to make an extra attack, but on a hit, • If you are traveling alone, you can move
the damage roll for the extra attack does not stealthily at your normal speed.
+2
14 Religion ( Int) include your ability modifier.
Fighting Style: Archery. You gain a +2 bonus to
Sleight of Hand ( Dex) 3
Your Spellcasting ability is Wisdom. When casting attack rolls made with ranged weapons (already
a spell that requires your target to make a noted in your character sheet).
CHARISMA +5 Stealth ( Dex) saving throw, your Spell Save DC is 12. You
regain expended spell slots after a long rest. Hunter’s Sense. As an action, choose one
+4 Survival ( Wis )
-1
creature you can see within 60 ft. of you.
You immediately learn whether the
SKILLS creature has any damage immunities,
resistances, or vulnerabilities and what
8 Spell Slots
they are. If the creature is hidden from
PASSIVE WISDOM (1ST) (1ST) (1ST) divination magic, you sense that it has no
14 (PERCEPTION)
ATTACKS & SPELLCASTING damage immunities, resisteance, or
vulnerabilities. You can use this feature
twice per long rest.
Proficiencies. Light armour, medium armour, leather armour
shortswords (2) Slayer’s Prey. As a bonus action, you
shields; herbalism kit. CP longbow designate one creature you can see within
Languages. Common, Sylvan, Elemental arrows ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) 60 ft. of you as the target of this
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) feature. The first time each turn that you
SP hit that target with a weapon attack, it
Backpack
takes an extra 1d6 damage from the
Bedroll
Mess Kit weapon. This benefit lasts until you finish
EP Tinder Box a short or long resat, and ends early if
Torches ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) you designate a different creature.
Rations ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
Hempen Rope, 50 ft. Primeval Awareness. You have an innate ability
GP 5 to communicate with animals, and they
scroll case of notes recognize you as a kindred spirit. Additionally,
winter blanket by spending a minute in meditation, you can
PP common clothes sense the number and direction of any beasts
herbalism kit
within 5 miles of you.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca
SPELLS
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains 1d8+2 hit


points. This spell has no effect on
undead or constructs.

Hail of Thorns
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a


ranged weapon attack before the spell
ends, this spell creates a rain of thorns
that sprouts from your ranged weapon
or ammunition. In addition to the normal
effect of the attack, the target of the
attack and each creature within 5 feet of
it must make a Dexterity saving throw. A
creature takes 1d10 piercing damage on a
failed save, or half as much damage on a
successful one.

Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

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 DC 12 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 can use its action to
make a DC 12 Strength check. On a
success, the target is freed.

Protection from Evil and Good


1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour

Until the spell ends, one willing


creature you touch is protected against
certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and
undead.
The protection grants several benefits.
Creatures of those types have
disdvantage on attack rolls against the
target. The target also can’t be
charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a
creature, the target has advantage on
any new saving throw against the
relevent effect.

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