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Maelyn Mintridge1HalflingFemaleTrue Neutral
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Character NameLevelRaceGenderAlignmentDeity
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SmallRed/brownHazel2'11"4028Outlander
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SizeHairEyesHeightWeightAgeBackground
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CORE INFORMATION
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ABILITY SCORESSAVING THROWSCLASSESXP
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STR12+1 STR+3 Class NameLvlHD TypeHPCon850
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DEX16+3 DEX+5 Ranger1d10111Portrait
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CON13+1 CON+1 Init
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INT10+0 INT+0 +3
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WIS14+2 WIS+2 Move
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CHA10+0 CHA+0 Total:111125
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ModProfMisc
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SKILLSCOMBAT
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RollSkillProfAdvHit PointsACArmorDexArmor WornTypeACDexDAWt.
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+3 Acrobatics (Dex)2617=143Studded LeatherM1437
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+4 Animal Handling (Wis)Misc 1Misc 2
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+0 Arcana (Int)Total: 1437
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+3 Athletics (Str)
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+0 Deception (Cha)DowntimeHit DiceDeath SavesAmmunition
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+0 History (Int)or other metric1d10+1 (x1)SuccessArrows
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+2 Insight (Wis)Failure
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+0 Intimidation (Cha)
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+2 Investigation (Int)Weapon & SpellsHit#AtkDamageRngTypeNotes
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+2 Medicine (Wis)Shortbow+7 21d6+380/320P2-handed, ammo
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+0 Nature (Int)
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+2 Perception (Wis)
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+0 Performance (Cha)
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+0 Persuasion (Cha)
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+0 Religion (Int)
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+3 Sleight of Hand (Dex)
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+5 Stealth (Dex)Special AttacksSpecial Defenses
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+4 Survival (Wis)Hunter's Mark (2x per day): 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. (Bonus: You don't need to use concentration for this)Feature: Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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+2 Proficiency Bonus
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12Passive Insight
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12Passive Investigation
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12Passive Perception
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PROFICIENCIES/LANGUAGESFEATURES & ABILITIES
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● Flute

● Common, Halfing, Elvish
Race / Background / FeatsClass
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Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.

Healing Touch. You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.
Favored Foe: You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (2). You regain all expended uses when you finish a long rest.
Deft Explorer: Tireless: As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (2), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Primal Awareness: You can cast (detect magic or speak with animals) once per long rest without expending a spell slot.
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