5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Longbow (2x) | +9 | 1d10+1d8+4 | 150/600 | |
| Shortsword | +7 | 1d6+4 | 5 |
[spell]Zephyr Strike[/spell], [spell]Hunter's Mark[/spell], [spell]Ensnaring Strike[/spell]
2nd
[spell]Silence[/spell]
Racial
Darkvision 60ft
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: 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.
Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. 35 feet speed.
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.
Class
Favored Foe. When you hit a creature with an attack roll, you can mark it and deal 1d4 extra damage. Usable proficiency times per long rest.
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.
Fighting Style, Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You regain all expended spell slots when you finish a long rest.
Colossus Slayer (Hunter): When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
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 creature's location or number.
[b]Darkvision[/b] 60ft
[b]Keen Senses:[/b] Proficiency in the Perception skill.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
[b]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.
[b]Fleet of Foot.[/b] 35 feet speed.
[b]Mask of the Wild.[/b] You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
[b]Class[/b]
[b]Favored Foe.[/b] When you hit a creature with an attack roll, you can mark it and deal [1d4] extra damage. Usable proficiency times per long rest.
[b]Natural Explorer:[/b] 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.
[b]Fighting Style, Archery:[/b] You gain a [+2] bonus to attack rolls you make with ranged weapons.
[b]Spellcasting:[/b] Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You regain all expended spell slots when you finish a long rest.
[b]Colossus Slayer (Hunter):[/b] When you hit a creature with a weapon attack, the creature takes an extra [1d8] damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
[b]Primeval Awareness:[/b] 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 creature's location or number.
2 Shortswords
Scalemail
20 Arrows
Explorer's Pack
Languages: Common, Elvish, Sylvan
The circle of life must be preserved
I respect and admire Zykrana's compassion
I have trouble fitting in with modern society
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Their contribution stands as a beacon of hope for all adventurers!


