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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Anka
Character Name
Ranger 2
Class & Level
Outlander
Background
Wood Elf
Race
Lawful Good
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+0
10
10
+
0
(Race)
DEXTERITY
+3
16
14
+
2
(Race)
CONSTITUTION
+1
13
13
+
0
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+3
16
15
+
1
(Race)
CHARISMA
-1
8
8
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1515
+
0
SPEED
35 ft
HIT POINTS
Max:
18
18
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
2 +2
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
-1 -1
+
0
Charisma

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+0
+
Global Bonus
Saving Throws

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3 +3
+
0
Acrobatics (Dex)

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5 +5
+
0
Animal Handling (Wis)

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1 +1
+
0
Arcana (Int)

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2 +2
+
0
Athletics (Str)

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-1 -1
+
0
Deception (Cha)

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1 +1
+
0
History (Int)

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3 +3
+
0
Insight (Wis)

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-1 -1
+
0
Intimidation (Cha)

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1 +1
+
0
Investigation (Int)

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3 +3
+
0
Medicine (Wis)

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3 +3
+
0
Nature (Int)
+
0
Perception (Wis)

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-1 -1
+
0
Performance (Cha)

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-1 -1
+
0
Persuasion (Cha)

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1 +1
+
0
Religion (Int)

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3 +3
+
0
Sleight of Hand (Dex)

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5 +5
+
0
* Stealth (Dex)

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5 +5
+
0
Survival (Wis)

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3 +3
+
0
Thieves' Tools (Dex)
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disabled="disabled" style="margin-top:7px;min-width:10px;" class="character_skills_info" type="checkbox"/>

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+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Wooden Staff+2 to hit1d6 / 1d8 bludgeoning%3%
Longbow +5 to hit1d8 + 3 piercing (150/600 ft)%3%
Dagger+5 to hit1d4 +3 piercing (20/60 ft)%3%
Shortsword+5 to hit1d6 +3 piercing%3%
Short Swordstalk+5 to hit (will shatter on a 1)1d6 +3 piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
13
DC
Cast Mod
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: up to 1 hour
You choose a creature you can see within range and mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 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.

Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: up to 1 hour
You choose a creature you can see within range and mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. 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.
SPELLCASTING
[+instructions]
Skills:

Favored Foe
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.

Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier and you regain all expended uses when you finish a long rest.

In addition, you can decrease your dehydration level by 1 after a short rest instead of a long rest as long as you have water.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elf Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. You finish a long rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.








Skills:

Favored Foe
You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.

Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier and you regain all expended uses when you finish a long rest.

In addition, you can decrease your dehydration level by 1 after a short rest instead of a long rest as long as you have water.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elf Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. You finish a long rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.








FEATURES & TRAITS
d10
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
leather armour
Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, 50 feet of rope)
Staff
longbow and 20 arrows
dagger
shortsword
hunting trap
trophy from an animal you killed
flute
set of traveler's clothes
waterskin: max capacity 10 water units
belt pouch containing 10 gp
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
WEALTH
Proficiencies: light and medium armor, shields, simple/martial weapons, flute
Languages: Common, Elvish, Orcish
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO
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