Aspen Bowery
Aspen Bowery
Aspen Bowery
STEALTH DISADVANTAGE
✘
-1 quarters cover.Before you make an attack with a
✘ +7 Dexterity ranged weapon that you are proficient with, you can
ARMOR CLASS choose to take a - 5 penalty to the attack roll. If the
+3 Constitution
attack hits, you add +10 to the attack’s damage.
DEXTERITY
+1 Intelligence
MAXIMUM HIT DICE TEMPORARY Favored Enemy. You have advantage on Survival
20 +3 Wisdom
+2 Charisma
26 3d10 checks to track your favored enemies, as well as on
Intelligence checks to recall information about them.
CONDITIONAL
Dragons.
+5 Natural Explorer. When you make an Intelligence or
Wisdom check related to your favored terrain, your
CURRENT HIT POINTS proficiency bonus is doubled if you are using a skill that
CONSTITUTION DEATH SAVING THROWS
you’re proficient in. While traveling for an hour or
SAVING THROWS
more in your favored terrain, you gain the following
16 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
benefits:Difficult terrain doesn’t slow your group’s
travel.Your group can’t become lost except by magical
Y
PROFI
EXPE
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION while traveling, you remain alert to danger.If you are
+3 +1 Arcana (Int) Darkvision traveling alone, you can move stealthily at a normal
pace.When you forage, you find twice as much food as
-1 Athletics (Str) you normally would.While tracking other creatures,
you also learn their exact number, their sizes, and how
INTELLIGENCE ✘ +4 Deception (Cha) long ago they passed through the area.
Forest.
12 +1 History (Int)
+3 Insight (Wis) Fighting Style.
Archery. You gain a +2 bonus to attack rolls you make
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
with ranged weapons.
+1 +1 Investigation (Int)
Fey Ancestry. You have advantage on saving Primeval Awareness (Action). You can expend one
+3 Medicine (Wis) ranger spell slot to focus your awareness on the region
WISDOM
throws against being charmed, and magic can’t around you.For 1 minute per level of the spell slot you
+1 Nature (Int) put you to sleep. expend, you can sense whether the following types of
16 ✘ +5 Perception (Wis)
+2 Performance (Cha)
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,
+2 Persuasion (Cha) and undead. This feature doesn’t reveal the creatures’
+3 +1 Religion (Int)
location or number.
+5 Sleight of Hand (Dex) Dread Ambusher. At the start of your first turn, your
CHARISMA
walking speed increases by 10ft until the end of that
✘ +7 Stealth (Dex) turn. If you attack that turn, make one additional
14 ✘ +5 Survival (Wis) weapon attack. If it hits, the target takes an extra 1d8
damage.
SKILLS
Umbral Sight. While in darkness, you are invisible to
+2 15 PASSIVE PERCEPTION any creature that relies on darkvision to see you in that
darkness.
ADVANTAGE
Dart 20/60 +9 vs AC 1d4+5 piercing Armor Proficiencies. Light Armor, Medium Armor,
*10
Shields
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
However fine and noble the world might have seemed at first glance, once you dug a little deeper beneath the facade, a
deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, therein
lay the opportunity for profit. As a bounty hunter you had plied your trade well, offering dubious (if effective) services
I tend to approach conversation with people I've just and skills to all manner of client for myriad reasons- superficial or otherwise. Regardless of the cause, the justification, or
met as though it were an interrogation. the moral impunity associated with locating your mark. Every job finished brought the clink of coin between your purse
I frequently move from town to town, eager to strings at the expense of another poor soul fated to endure consequences dire, and often foul.
pursue new marks and seek new contacts.
Though the time spent in this line of work has left you grim and jilted, your reputation for ruthlessness and cunning
precedes you. More often than not, you found yourself sought after and petitioned to ferret a mark, never needing to
PERSONALITY TRAITS
eke out the work on your own. From the lowly debtor owing the wrong merchant guild, to the misguided runaway
offspring of a minor noble, or the thieving murderer eluding the city guard, none could evade your dogged pursuit, and
Wealth. The only path to true freedom is having gold many more dared not try once your involvement was learned.
enough to do as you will. (Chaotic)
IDEAL
BOND
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Dart. *10
[Rapier] 1 2 Potion of Healing 2 1
[Leather] 1 10
Longbow 1 2
Dart 1 .25
Arrow 20 1
Thieves’ Tools 1 1
Explorer’s Pack 1 10
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 N/A
CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or CASTING TIME 1 action CASTING TIME 1 action
thunder damage
RANGE Self RANGE Touch RANGE Self
DURATION 1 round DURATION Instantaneous DURATION 1 hour
COMPONENTS S COMPONENTS V, S COMPONENTS V, S
The spell captures some of the incoming energy, lessening its effect A creature you touch regains a number of hit points equal to 1d8 + You make yourself—including your clothing, armor, weapons, and
on you and storing it for your next melee attack. You have resistance your spellcasting ability modifier. This spell has no effect on undead other belongings on your person—look different until the spell ends
to the triggering damage type until the start of your next turn. Also, or constructs. or until you use your action to dismiss it. You can seem 1 foot shorter
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 or taller and can appear thin, fat, or in between. You can’t change
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 your body type, so you must adopt a form that has the same basic
ends. 1st. arrangement of limbs. Otherwise, the extent of the illusion is up to
At Higher Levels. When you cast this spell using a spell slot of 2nd you.
level or higher, the extra damage increases by 1d6 for each slot level The changes wrought by this spell fail to hold up to physical
above 1st. inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
Spellcasting (Ranger) Princes of the Apocalypse Spellcasting (Ranger) Player’s Handbook Gloom Stalker Magic (Ranger) Player’s Handbook
Hunter’s Mark
1st-level divination
You choose a creature you can see within range and mystically mark
it as your quarry. Until the spell ends, you deal an extra 1d6 damage
to the target whenever you hit it with a weapon attack, and you have
advantage on any Wisdom (Perception) or Wisdom (Survival) check
you make to find it. If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd
or 4th level, you can maintain your concentration on the spell for up
to 8 hours. When you use a spell slot of 5th level or higher, you can
maintain your concentration on the spell for up to 24 hours.
You can equip this item to “enable” it. It remains hidden The breastplate and shoulder protectors of this armor are
from the inventory on your character sheet. made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.
You regain 2d4 + 2 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.
2 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide 1/4 lb. Player’s Handbook
Arrows are used with a bow to make a ranged attack. Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
tools are designed for picking locks and foiling traps. torches, 10 days of rations, and a waterskin. The pack also
Proficiency with the tools also grants you a general knowledge has 50 feet of hempen rope strapped to the side of it.
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
1/20 lb. Player’s Handbook 1 lbs. Player’s Handbook 10 lbs. Player’s Handbook