DD 5e Ranger 3 Monster Slayer Human Hermit
DD 5e Ranger 3 Monster Slayer Human Hermit
Medium
SIZE DESCRIPTION PLAYER
CHARACTER NAME
+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.
Hail of Thorns
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute