Ally Character
Ally Character
Ally Character
Half Elf
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
16 +7 30
8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
18 +2
Constitution
CURRENT HIT POINTS IDEALS
0
Intelligence
+4 +3
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
●
+6
Acrobatics (Dex) Total 4d10 SUCCESSES
+2 ●
+5
Animal Handling (Wis) FAILURES
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)
10
0
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Fighting Style: Archery
Longbow +8 1d8 + 4 P
0 ●
+5
Insight (Wis) Deft Explorer (Stealth)
0
Intimidation (Cha) Rapier +6 1d8 + 4 P Favored Foe (1d4)
WISDOM 0
Investigation (Int) Feat: Sharpshooter
+3
Medicine (Wis) Primal Awareness
16
0
Nature (Int) Hunter's Mark as a bonus Dread Ambusher
+3
●
+5
Perception (Wis) action (spell) to add 1d6 to all Umbral Sight
0
Performance (Cha) damage against one creature Dark Vision (90 ft)
CHARISMA 0
Persuasion (Cha) Fey Ancestry
0
Religion (Int)
10 ●
+6
Sleight of Hand (Dex)
●
+8
Stealth (Dex)
0 ●
+5
Survival (Wis)
Tools: SP
Thieves' Tools
EP
Languages:
GP
Common, Elven, Primordial,
Celestial, Abyssal, Deep
PP
Speech
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AGE HEIGHT WEIGHT
Fey Ancestry:
You have advantage on saving
throws against being charmed, SYMBOL
Dread Ambusher:
READ BELOW
You can add your Wisdom to Initiative. At the start of your first
The basic way this build will approach a fight turn of each combat, your walking speed increases by 10 feet,
is that on your first turn you will point at
something you want to kill, cast Hunter's which lasts until the end of that turn. If you take the Attack action
Mark on it as a bonus action, and then Attack on that turn, you can make one additional weapon attack as part
it until it is dead. On the first turn you get an
extra attack for free that also does extra of that action. If that attack hits, the target takes an extra 1d8
damage. damage of the weapon's damage type.
If you're in darkness you will probably have
advantage (roll 2 dice and take the highest) Umbral Sight:
on attack rolls, which is a really good time to
use the Sharpshooter ability (-5 to an attack You are adept at evading creatures that rely on darkvision. While
roll, +10 to the damage roll) because the in darkness, you are invisible to any creature that relies on
advantage effectively cancels out the penalty
from Sharpshooter. Sharpshooter is almost darkvision to see you in that darkness.
always good to use against things that are
easy to hit (<13 AC). Above that, however,
you have to weigh the decision of having a Primal Awareness:
lower chance to hit but doing more damage if You can cast the spell 'Speak with Animals' once per day.
you do.
ADDITIONAL FEATURES & TRAITS
Hunter's Mark is the main spell you use, and
if you don't cast any of the others you'll be
fine. Ensnaring Strike wraps someone in Sharpshooter:
vines when you hit them, stopping them from
moving. Hail of Thorns makes your next
attack explode in an area around who you Attacking at long range doesn't impose disadvantage on your
hit. . It is important to remember that you ranged weapon attack rolls.
can only have one of these spells active at a
time, this is called Concentration.
Your ranged weapons ignore half cover and three-quarters cover.
The exception to this rule is Disguise Self,
which lets you make yourself look like
another person, clothes and all. Before you make a ranged attack with a ranged weapon with
You can just google the spells for specifics which you are proficient, you can choose to take a -5 penalty to
for all the spells on the next page. the attack roll. If you do so and the attack hits, it deals +10
damage.
CHARACTER BACKSTORY TREASURE
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Ranger
Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Hunter's Mark
Hail of Thorns
SPELLS KNOWN
Disguise Self
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.