Manuel Oota
Manuel Oota
Manuel Oota
STEALTH DISADVANTAGE
✘
+0 and three-quarters cover.Before you make an attack
✘ +7 Dexterity with a ranged weapon that you are proficient with,
+2 Constitution ARMOR CLASS you can choose to take a - 5 penalty to the attack roll.
DEXTERITY If the attack hits, you add +10 to the attack’s damage.
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY
SAVING THROWS that you’re proficient in. While traveling for an hour
or more in your favored terrain, you gain the
15 N
CIE C
+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
following benefits:Difficult terrain doesn’t slow your
Y
PROFI
EXPE
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION magical means.Even when you are engaged in
+2 ✘ +3 Arcana (Int) Darkvision
another activity while traveling, you remain alert to
danger.If you are traveling alone, you can move
+0 Athletics (Str)
stealthily at a normal pace.When you forage, you find
twice as much food as you normally would.While
INTELLIGENCE +2 Deception (Cha) tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed
11 +0 History (Int)
+4 Insight (Wis)
through the area.
Underdark.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Fighting Style.
+0 ✘ +3 Investigation (Int) Archery. You gain a +2 bonus to attack rolls you
make with ranged weapons.
+4 Medicine (Wis) Hunter’s Intuition. When you make a Perception
WISDOM
or Survival check, you can roll a d4 and add the Primeval Awareness (Action). You can expend one
✘ +3 Nature (Int) number rolled to the ability check. ranger spell slot to focus your awareness on the
19 ✘ +7 Perception (Wis)
+2 Performance (Cha)
Finder’s Magic (1/Long Rest). You can cast the
hunter’s mark and locate object spells with this
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
+2 Persuasion (Cha) trait using Wisdom as your spellcasting ability. within up to 6 miles if you are in your favored
+4 +0 Religion (Int)
terrain): aberrations, celestials, dragons, elementals,
fey, fiends, and undead. This feature doesn’t reveal
+4 Sleight of Hand (Dex) the creatures’ location or number.
CHARISMA +4 Stealth (Dex)
Extra Attack. You can attack twice, instead of once,
15 ✘ +7 Survival (Wis) whenever you take the Attack action on your turn.
SKILLS
Colossus Slayer (1/Turn). When you hit a creature
with a weapon attack, the creature takes an extra 1d8
+2 17 PASSIVE PERCEPTION damage if it’s below its hp maximum.
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it to no avail.
This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the
wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken
its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it
destroys you.
PERSONALITY TRAITS
IDEAL
BOND
Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Studded Leather] 1 13
[Longbow] 1 2
Shortsword 1 2
0 0 0 0 0
17 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 N/A
CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 minute
thunder damage
RANGE Self RANGE Touch RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 8 hours
COMPONENTS S COMPONENTS V, S COMPONENTS S, M (25 feet of rope, which the spell consumes)
The spell captures some of the incoming energy, lessening its effect A creature you touch regains a number of hit points equal to 1d8 + As you cast this spell, you use the rope to create a circle with a 5-foot
on you and storing it for your next melee attack. You have resistance your spellcasting ability modifier. This spell has no effect on undead radius on the ground or the floor. When you finish casting, the rope
to the triggering damage type until the start of your next turn. Also, or constructs. disappears and the circle becomes a magic trap.
the first time you hit with a melee attack on your next turn, the At Higher Levels. When you cast this spell using a spell slot of 2nd This trap is nearly invisible, requiring a successful Intelligence
target takes an extra 1d6 damage of the triggering type, and the spell level or higher, the healing increases by 1d8 for each slot level above (Investigation) check against your spell save DC to be discerned.
ends. 1st. The trap triggers when a Small, Medium, or Large creature moves
At Higher Levels. When you cast this spell using a spell slot of 2nd onto the ground or the floor in the spell’s radius. That creature must
level or higher, the extra damage increases by 1d6 for each slot level succeed on a Dexterity saving throw or be magically hoisted into the
above 1st. air, leaving it hanging upside down 3 feet above the ground or the
floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end
of each of its turns, ending the effect on itself on a success.
Alternatively, the creature or someone else who can reach it can use
an action to make an Intelligence (Arcana) check against your spell
save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is
restrained by it.
Spellcasting (Ranger) Princes of the Apocalypse Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything
Animal Messenger
2nd-level enchantment (ritual)