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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Jiub Huxtable
Character Name
Ranger 3
Class & Level
Criminal
Background
Lyrandar Half-Elf
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+1
13
13
+
0
(Race)
DEXTERITY
+2
15
14
+
1
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+0
11
10
+
1
(Race)
ARMOR CLASS
16
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1414
+
0
SPEED
30 ft
HIT POINTS
Max:
28
TEMP HP
0
POINT BUY
30
Picture URL:
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
0
History (Int)
+
0
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
0
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
0
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
0
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Enhanced Bow+41D10 + 2 Piercing %3%
Sharp Sword+41 D8 + 2 Piercing%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
0
KNOWN
12
DC
Cast Mod
3
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:

Spells: (Spell Save DC= 14) Attack Modifier= 6.

Cure Wounds (1 action):

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Hail of Thorns (Concentration, Up to 1 Min):

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.

Jump, Touch, One Action, One minute Duration
Range: Touch
Components: V, S, M (a grasshopper's hind leg)

Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

Spells: (Spell Save DC= 14) Attack Modifier= 6.

Cure Wounds (1 action):
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Hail of Thorns (Concentration, Up to 1 Min):
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.

Jump, Touch, One Action, One minute Duration
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.
SPELLCASTING
[+instructions]
Darkvision 60ft
Fey Ancestry: Advantage on saving throws against
being charmed, and magic can't put you to sleep.

Skill Versatility: Proficiency in two skills.

Favored Enemy: Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy = Humanoid.

Natural Explorer: 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking. Forest.

Fighting Style: Archery +2 on Ranged Roles

Primeval Awareness: You can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.

Beastmaster



Darkvision 60ft
Fey Ancestry: Advantage on saving throws against
being charmed, and magic can't put you to sleep.

Skill Versatility: Proficiency in two skills.

Favored Enemy: Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy = Humanoid.

Natural Explorer: 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking. Forest.

Fighting Style: Archery +2 on Ranged Roles

Primeval Awareness: You can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.

Beastmaster



FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Metal ReinforcedLongbow
1 Sharpened Shortsword
Scalemail
39 Arrows
Explorer's Pack
Beer
Gold Bracelet with Jade
King's Gold Ring
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
303gp
WEALTH
Proficiencies: light/medium armor, shields, simple/martial weapons
Languages: Common, Elvish, Orc
PROFICIENCIES & LANGUAGES
I wish to fit in with the human society in which I was raised.
PERSONALITY TRAITS
Human good. Elves are savages.
IDEALS
I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them
BONDS
I have a soft spot for human women and will often act like an "Uncle Legolas" by taking Human sides against elves.
FLAWS
 
Jiub Huxtable was adopted by a well-to-do human family shortly after birth. Unbeknownst to him, his adoptive father, Cliff, had secretly fathered Jiub with an elf maid who worked at the Huxtable estate. Sort of like Arnold Schwarzenegger, but less mythical. As a half-elf, growing up in high-society was difficult for Jiub. Other children called Jiub a “half-bred mongrel” and “N’wah.” And guests at the Huxtable estate often mistook Jiub as a helper. Nevertheless, Jiub enjoyed the benefits of his father’s privilege. He received private tutors and practiced archery a hobby. But the torment Jiub suffered instilled in him a deep sense of internalized racism. He resented the fact that he was not a full human and even cut the points of his ears off as a teenager. Jiub is a true “Uncle Link.” Although he has elven blood, he will usually take a human’s side in a dispute against elves.
After Jiub’s father passed away, his mother told him the truth about the circumstances of his birth. Shocked by the revelations, Jiub left the comforts of his father’s estate and went into the forest. During his first night in the woods, Jiub was attacked by a bear (human not animal). He was rescued by an assassin from a shadowy organization known as the Order of Chemerinsky. Jiub spent the next decades repaying his debt to the Chemerinsky’s with his bow—mainly in service to gnomes. Coincidence? In his last job for the Chemerinskies, Jiub a colleague betrayed him. Jiub managed to escape, but barely. He made it to Terra with just the clothes on his back. For the last twenty years, he has worked as a stablemaster in Riverrun (should be called Boalt). Jiub has carved out a comfortable but unexciting existence. He often thinks of his time serving Chemerinsky and hopes for a new adventure.
DESCRIPTION & EXTRA INFO

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