5th Edition Character Sheet
Skills
Racial
Darkvision 60ft
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Class
Favored Enemy, Monstrosities: Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.
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.
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.
[b]Darkvision[/b] 60ft
[b]Hellish Resistance:[/b] You have resistance to fire damage.
[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
[b]Class[/b]
[b]Favored Enemy, Monstrosities:[/b] Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.
[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]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 creatures’ location or number.
Languages: Common, Infernal
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