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Meledith Char Sheet Print

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0% found this document useful (0 votes)
24 views8 pages

Meledith Char Sheet Print

Uploaded by

jgauthier.91
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5 Ranger

LEVEL & CLASS PLAYER NAME


Meledith
Courtier Elf, High 6,500 14,000
BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

AC DESCRIPTION
+3 STR +2 INT
16 Armor Chain Mail

39 +3 18
+6 DEX +2 WIS
Shield

0 +1 CON
RESISTANCES
+8 CHA
2 Dex Medium Armor Heavy Armor

Magic
Slashing Fire
11 Misc
Lightning Poison
Temporary Hit Points: Misc
Bludgeoning Piercing
Adv. vs. being charmed; Magic +3
+3 can't put me to sleep

16 SUCCESSES LEVEL DIE USED ENCUMBERED


5 d10+1 20 ft

FAILURES
30 ft 13 13
+1 ARMOR
+3 Acrobatics (Dex) Light Medium Heavy Shields

12 +5 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+2 Arcana (Int) dawn
+3 Athletics (Str)
LANGUAGES TOOLS & OTHERS

+2
+8 Deception (Cha) Common Sylvan
+2 History (Int) Elvish
+5 Insight (Wis) Undercommon
15
+5 Intimidation (Cha) Dwarvish
+5 Investigation (Int) Abyssal
+2 Medicine (Wis) Infernal
+2 +5 Nature (Int)
+5 Perception (Wis)
14 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+8 Persuasion (Cha)
+2 Religion (Int)

+5 +3 Sleight of Hand (Dex)


+6 Stealth (Dex) [disadv.]

+5 Survival (Wis)
20
Tool

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Longbow Dex 150/600 ft +8 1d8+3 Piercing


Ammunition, heavy, two-handed Range +3 to hit
DESCRIPTION
Darkvision 90 ft (GloomStalker)
shortsword Dex Melee +6 1d6+3 Piercing
Finesse, light

NAME TOTAL NAME TOTAL


Arrows
Ranger, level 5:
Favored Enemy: Humanoids (Ranger 1, UA:RR 2) [+2 weapon attack damage] Meledith is a flirty but stubord and tenacious high elf.
I get a bonus to damage rolls with weapon attacks against humanoids
I have adv. on Wis (Survival) to track and Int checks to recall info about humanoids
I learn a language, typically one spoken by or associated with humanoids
Natural Explorer (Ranger 1, UA:RR 3)
On my first turn in combat, I have adv. on attacks against those that did not yet act
I ignore difficult terrain; I have adv. on Initiative; I have benefits in travel, see page 3
Close Quarters shooter Fighting Style (Ranger 2, UA Underdark)
+1 bonus to attack rolls I make with ranged weapons, while 5 feet no disadvantage.
Ignore half cover and three-quarters cover against targets within 30 feet of you.
Spellcasting (Ranger 2, UA:RR 3) [4 spells known]
I can cast ranger spells that I know, using Wisdom as my spellcasting ability
Primeval Awareness (Ranger 3, UA:RR 4)
If I haven't attacked a beast within the last 10 min, I can communicate with it
As an action, I convey simple ideas, and read mood, intent, emotions, needs, etc.
By concentrating for 1 min, I know if any of my favored enemies are within 5 miles
Per group, I sense the number, general direction, distance, and type of favored enemy
Gloom Stalker Conclave (Ranger 3, Xanathar's)
Dread Ambusher
You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which
lasts until the end of that turn. If you take the Attack action on that turn, you can make one
additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8
damage of the weapon's damage type. Feature Name: Court Functionary
Umbral Sight
My knowledge of how bureaucracies function lets me gain access to
darkvision from your race, its range increases by 30 feet.
the records and inner workings of any noble court or government I
You are also adept at evading creatures that rely on darkvision. While in darkness, you are
encounter. I know or can easily acquire the knowledge who the
invisible to any creature that relies on darkvision to see you in that darkness.
movers and shakers are, whom to go to for the favors I seek, and
Archery Fighting Style (Feat)
what the current intrigues of interest in the group are.
You gain a +2 bonus to attack rolls you make with ranged weapons.

High Elf (+2 Dexterity, +1 Intelligence)


Trance: Elves don't need to sleep, but meditate semiconsciously, for
4 hours a day. While meditating, I can dream after a fashion; such
dreams are actually mental exercises that have become reflexive
through years of practice. After resting in this way, I gain the same
benefit that a human does from 8 hours of sleep, but I still need 8
hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard spell list.
Intelligence is my spellcasting ability for it.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

SP

EP

GP

PP

WEIGHT CARRIED

ENCUMBERED
ATTUNED MAGICAL ITEMS
56 - 110 lb
Amulet of the Sin'dorei HEAVILY ENCUMBERED
111 - 165 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 166 - 330 lb
Travel Benefits (Natural Explorer, UA:RR 3)
After one hour of traveling in the wilderness I gain the following benefits: FEAT: Sharpshooter (PHB, page 170)
- My allies and I are not slowed by difficult terrain and can't get lost except by magic My ranged weapon attacks don't have disadvantage on long
- I am alert to danger even when doing something else; I forage twice as much food range and ignore half cover and three-quarters cover. With a
- If alone (or alone with animal companion), I can move stealthily at my normal pace ranged weapon that I am proficient with, I can choose to take a
- When tracking others, I also learn their exact number, size, and time since passing -5 penalty on the attack roll for +10 on the attack's damage.

Born into nobility and trained in the court's arts, she comes from a ruined kingdom of elves
where, in contrary to conventional elven traditions, acceptance was seen as a strength. FEAT: Fighting Initiate Tasha's
Destroyed by a traitorous prince, she now wears the talisman of her people, symbolizing the Your martial training has helped you develop a particular style of
power of the sun over them. fighting. As a result, you learn one Fighting Style option of your
choice from the fighter class. If you already have a style, the one
you choose must be different. (Archery)

FEAT:

FEAT:

MAGIC ITEM: Amulet of the Sin'dorei Attuned

Mystical amulet of the sun elves. (see dm for details) Resistance,


proficiencies, Adv. on some saves, additional feat and more.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Medium
GENDER AGE SIZE HEIGHT WEIGHT
Meledith
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

Comfortable 2 gp
Elf, High Medium
Meledith
RACE SIZE HEIGHT WEIGHT

Humanoid 235 F Lawful Neutral


TYPE AGE GENDER ALIGNMENT
COMPANION
NAME

+3 STR +2 INT Temporary HP: SUCCESSES

+6 DEX +2 WIS 18 +3 39
0 +1 CON +8 CHA FAILURES

11
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Longbow Dex 150/600 ft +6 1d8+3 Piercing

+3 +3 30 ft Ammunition, heavy, two-handed


DESCRIPTION

Shortsword Dex Melee +6 1d6+3 Piercing


16 LEVEL USED Finesse, light

DIE
2
+1
+3 Acrobatics (Dex) Languages: Common, Elvish and +1 from High Elf (+2 Dexterity, +1 Intelligence)
12
High Elf. Trance: Elves don't need to sleep, but meditate
+2 Animal Handling (Wis)
Saving Throws: Adv. vs. being charmed; semiconsciously, for 4 hours a day. While meditating, I can
+2 Arcana (Int)
Magic can't put me to sleep. dream after a fashion; such dreams are actually mental
0
+2
Athletics (Str) exercises that have become reflexive through years of
Weapon Proficiencies: longsword,
+8 Deception (Cha) shortsword, longbow and shortbow. practice. After resting in this way, I gain the same benefit
+2 History (Int) that a human does from 8 hours of sleep, but I still need 8
15 +5 Insight (Wis) hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard
+5 Intimidation (Cha)
spell list. Intelligence is my spellcasting ability for it.
+2 Investigation (Int)

+2 +2 Medicine (Wis)
+5 Nature (Int)
14 +5 Perception (Wis)
+5 Performance (Cha)
+8 Persuasion (Cha)
+2 Religion (Int)
+5 +3 Sleight of Hand (Dex)
+6 Stealth (Dex) Meledith is a flirty but stubord and tenacious high elf.
20
+5 Survival (Wis) Born into nobility and trained in the court's arts, she comes from a ruined kingdom of elves where, in contrary
to conventional elven traditions, acceptance was seen as a strength. Destroyed by a traitorous prince, she
now wears the talisman of her people, symbolizing the power of the sun over them.
Amulet of the sin'dorei

15 PASSIVE WISDOM (PERCEPTION)

Darkvision 90 ft
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Meledith
CHARACTER NAME

Intelligence +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255

Wisdom +5 DC 13
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Goodberry Create 10 berries; 1 a to eat 1 berry for 1 hp and nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246
Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251

Barkskin 1 willing crea AC cannot be reduced below 16, regardless of armor it is wearing — Trans 1a Touch V,S,M Conc, 1 h P 217
Cordon of Arrows 4+2/SL arrows/bolts attack first crea in 30 ft one at a time for 1d6 Piercing dmg; save halves Dex Trans 1a 5 ft V,S,M 8 h P 228
Rope Trick Rope up to 60 ft stands vertical; extradimens. space with invisible 3×5 ft entrance at top, for 8 crea — Trans 1a Touch V,S,M 1 h P 272
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Can’t see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT ½ SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump you Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS ½ SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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