Level 5 High Elf Fighter, Arcane Archer 6500
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Aria
Outlander Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet
STRENGTH Studded Leather 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
8
SHIELD
AC
Sharpshooter. Attacking at long range doesn’t
N
CIE C
impose disadvantage on your ranged weapon attack
+2 Strength rolls.Your ranged weapon attacks ignore half cover
Y
PROFI
✘
-1 and three-quarters cover.Before you make an attack
+5 Dexterity
with a ranged weapon that you are proficient with,
✘ +4 Constitution ARMOR CLASS you can choose to take a - 5 penalty to the attack
DEXTERITY
+2 Intelligence
roll. If the attack hits, you add +10 to the attack’s
MAXIMUM HIT DICE TEMPORARY damage.
20 +4 Wisdom
+2 Charisma
43 5d10
Fighting Style.
CONDITIONAL
Archery. You gain a +2 bonus to attack rolls you
make with ranged weapons.
+5
Second Wind (Bonus Action—1/Short Rest). You
CURRENT HIT POINTS regain 1d10+5 hp.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Action Surge (1/Short Rest). On your turn, you can
12 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
take one additional action on top of your regular
action.
Y
PROFI
RT
EXPE
✘ +7 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
Extra Attack. You can attack twice, instead of once,
+1 ✘ +5 Arcana (Int) Darkvision whenever you take the Attack action on your turn
✘ +2 Athletics (Str)
Arcane Shot (2/Short Rest). Once per turn, you can
INTELLIGENCE +2 Deception (Cha) use one of your Arcane Shot options as part of the
Attack action.
14 ✘
+2 History (Int)
+7 Insight (Wis)
Bursting Arrow. After this arrow hits a creature, it
and all others within 10ft of it take 2d6 force
damage each.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Grasping Arrow. A creature hit by this arrow is
+2 +2 Investigation (Int) wrapped in poisonous brambles, it takes an extra
Fey Ancestry. Advantage on saving throws against 2d6 poison damage, its speed is reduced by 10ft,
+4 Medicine (Wis)
being charmed, and magic can’t put you to sleep. and it takes 2d6 slashing damage the first time on
WISDOM +2 Nature (Int) each turn it moves 1ft or more without teleporting.
It or any close enough creature, can use an action to
18 ✘ +7 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 remove the brambles by succeeding on a DC13
+2 Performance (Cha) hours a day. Athletics check. Otherwise the brambles last for 1
minute or until you use this option again.
+2 Persuasion (Cha)
+4 +2 Religion (Int)
+5 Sleight of Hand (Dex)
CHARISMA +5 Stealth (Dex)
14 ✘ +7 Survival (Wis)
SKILLS
+2 17 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +5 2 Attacks / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Shortsword 5 ft +8 vs AC 1d6+5 piercing
Finesse, Light
FEATURES & TRAITS
Dagger 20/60 +8 vs AC 1d4+5 piercing
Finesse, Light, Thrown
Longbow 150/600 +10 vs AC 1d8+5 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Heavy, Two-Handed
Heavy Armor, Shields
Weapon Proficiencies. Longsword, Shortsword,
Shortbow, Longbow, Simple Weapons, Martial
Weapons
Tool Proficiencies. Lute
Languages. Common, Elvish, Draconic, Orc
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Female 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Aria
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration
of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the
solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a
I’m driven by a wanderlust that led me away from nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific
home. features of the terrain, you know the ways of the wild.
I watch over my friends as if they were a litter of
newborn pups.
PERSONALITY TRAITS
Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
IDEAL
My family, clan, or tribe is the most important thing
in my life, even when they are far from me.
BOND
I am too enamored of ale, wine, and other
intoxicants.
FLAW BACKGROUND STORY
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.
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
Explorer’s Pack 1 10 Walloping Ammunition 10 —
[Studded Leather] 1 13
[Shortsword] 1 2
Dagger 1 1
Longbow 1 2
Arrow 20 1
Serpent Venom 1 .5
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 0 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
29.5 lb / 120 lb 240 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
STORED ITEMS QUEST ITEMS & TRINKETS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Glacial Blade Prestidigitation
Evocation Cantrip Transmutation Cantrip
CASTING TIME 1 action CASTING TIME 1 action
RANGE 5 feet RANGE 10 feet
DURATION 1 round DURATION Up to 1 hour
COMPONENTS V, M (a weapon) COMPONENTS V, S
As part of the action used to cast this spell, you must make a melee This spell is a minor magical trick that novice spellcasters use for
attack with a weapon against one creature within the spell’s range, practice. You create one of the following magical effects within
otherwise the spell fails. On a hit, the target suffers the attack’s range:
normal effects, and it becomes encased in a sheath of ice until the • You create an instantaneous, harmless sensory effect, such as a
start of your next turn. If the target uses its action to make a weapon shower of sparks, a puff of wind, faint musical notes, or an odd odor.
attack, it immediately takes 1d8 cold damage, and the spell ends. • You instantaneously light or snuff out a candle, a torch, or a
At 5th level, the melee attack deals an extra 1d8 cold damage to small campfire.
the target, and the damage the target takes for making a weapon • You instantaneously clean or soil an object no larger than 1 cubic
attack increases to 2d8. Both damage rolls increase by 1d8 at 11th foot.
level and 17th level. • You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.
Cantrip (High Elf) Grimlore’s Grimoire Arcane Archer Lore (Fighter) Player’s Handbook
Explorer’s Pack Studded Leather Shortsword
Equipment Packs Armor Weapons
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made from tough but flexible leather, studded leather is
torches, 10 days of rations, and a waterskin. The pack also reinforced with close-set rivets or spikes.
has 50 feet of hempen rope strapped to the side of it.
10 lbs. Player’s Handbook 13 lb. Player’s Handbook 2 lb. Player’s Handbook
Dagger Longbow Arrow
Weapons Weapons Ammunition
Arrows are used with a bow to make a ranged attack.
1 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Walloping Ammunition Serpent Venom
Ammunition Poison
This ammunition packs a wallop. A creature hit by the This poison must be harvested from a dead or
ammunition must succeed on a DC 10 Strength saving incapacitated giant poisonou snake. A creature subjected
throw or be knocked prone. to this poison must succeed on a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save, or
half as much damage on a successful one.
0 lb. Xanathar’s Guide to Everything ½ lb. Dungeon Master’s Guide