Damage Solves

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3 Gloom Stalker

Damage Solves
LEVEL & CLASS PLAYER NAME

Investigator (VRGtR) Custom Lineage 900 2,700


BACKGROUND Researcher RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
● +1 STR -1 INT
PRO

14 Armor Scale Mail

28 +2 16
STRENGTH ● +5 DEX +2 WIS
Shield

-1 +2 CON
RESISTANCES
+1 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex ● Medium Armor Heavy Armor

Magic
9 Misc
Temporary Hit Points: Misc
DEXTERITY
+5 ARMOR

+3 CURRENT HIT POINTS INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


3 d10+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 12 ABILITY
SAVE DC
WISDOM

+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields

PRO
Heavy
PRO

14 +2 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
● +1 Arcana (Int) Favored Foe (+1d4 damage) 2 LR
INTELLIGENCE ● +1 Athletics (Str)
LANGUAGES TOOLS & OTHERS

-1
+1 Deception (Cha) Common Thieves' Tools
-1 History (Int) Undercommon Mason's Tools
● +4 Insight (Wis) Draconic
8
+1 Intimidation (Cha) Dwarvish
-1 Investigation (Int)
WISDOM
+2 Medicine (Wis)

+2 -1 Nature (Int) LIMITED FEATURES PROFICIENCIES


●● +6 Perception (Wis)
14 +1 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+1 Persuasion (Cha) Fog Cloud Crossbow Expert (with Attack action) Absorb Elements
CHARISMA -1 Religion (Int)

+1 ●
+3 Sleight of Hand (Dex)
+5 Stealth (Dex) [disadv.]

+2 Survival (Wis)
13
● +5 Thieves' tools (Dex)
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

16 PASSIVE WISDOM (PERCEPTION) Hand Crossbow ✔ Dex 30/120 ft +7 1d6+3 Piercing


Ammunition, light
DESCRIPTION
Darkvision 90 ft

SENSES

NAME TOTAL NAME TOTAL


Bolts 11

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Dragon Head by spikeilustra; Design inspired by Wizards of the Coast character sheet
Gloom Stalker, level 3:
◆ Favored Foe (Ranger 1, TCoE 56) [+1d4 damage, Proficiency Bonus per long rest]
When I hit a creature with an attack roll, I can mark it as my favored enemy for 1 min
I deal extra damage to it when I mark it and the first time I hit a marked on my turn
Keeping a creature marked as favored enemy requires me to concentrate, like on a spell
◆ Deft Explorer: Canny (Ranger 1, TCoE 56) [extra benefits at 6th and 10th level] PERSONALITY TRAITS
I learn two languages and gain expertise with one skill I'm proficient with
◆ Archery Fighting Style (Ranger 2, PHB 91)
+2 bonus to attack rolls I make with ranged weapons
◆ Spellcasting (Ranger 2, PHB 91) [3 spells known]
I can cast ranger spells that I know, using Wisdom as my spellcasting ability IDEALS
◆ Primal Awareness (Ranger 3, TCoE 57)
I get bonus spells known, which do not count against the number of spells I can know
In addition, I can cast each once per long rest without expending a spell slot
◆ Dread Ambusher (Gloom Stalker 3, XGtE 42)
I can add my Wisdom modifier to my initiative rolls
BONDS
In the first turn of combat I get +10 ft speed and an extra attack with the Attack action
If I take the Attack action and that extra attack hits, it does +1d8 damage
◆ Gloom Stalker Magic (Gloom Stalker 3, XGtE 42)
I add a spell to my known spells at level 3, 5, 9, 13, and 17
These count as ranger spells, but do not count against the number of spells I can know
FLAWS
◆ Umbral Sight (Gloom Stalker 3, XGtE 42)
I gain 60 ft darkvision, or add 30 ft to darkvision if I already had it because of my race
When I'm in darkness, others gain no benefit from darkvision to detect me
Feature Name: Researcher

When I attempt to learn or recall a piece of lore, if I do not know


that information, I often know where and from whom I can obtain it.
Usually, this information comes from a library, scriptorium,
university, or a sage or other learned person or creature. Unearthing
the deepest secrets of the multiverse can require an adventure or
even a whole campaign.
BACKGROUND FEATURE

Custom Lineage (+2 to one ability score of my choice)


Size: I am Small or Medium (my choice).
Feat: I gain one feat of my choice for which I qualify.
Variable Trait: I have darkvision with a range of 60 ft.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
Backpack, with: 5 Hand Crossbow 3 Scale Mail 45
- Bedroll 7 Common clothes 3
- Mess kit 1 Belt Pouch 1 SP

- Tinderbox 1
- Torches 10 1
EP
- Rations, days of 10 2
- Waterskin 5
- Hempen rope, feet of 50 0.2 GP

- Magnifying glass
- Horror Trinket PP
- Bullseye Lantern 2

WEIGHT CARRIED
113 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
46 - 90 lb
CARRYING
HEAVILY CAPACITY
ENCUMBERED
135 lb
PUSH/DRAG/LIFT
SUBTOTAL 61 SUBTOTAL 3 SUBTOTAL 49 136 - 270 lb
EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
◆ Perception Expertise (Deft Explorer Benefit 1, TCoE 56)
◆ Additional Ranger Spells (Optional Ranger 2, TCoE 57) FEAT: Crossbow Expert Custom lineage bonus feat [PHB 165]

- Disguise Self switched for Longstrider I ignore the loading quality of crossbows I'm proficient with. I
◆ Sell Starting Equipment for half price don't suffer disadv. on ranged attack rolls for being within 5 ft of
- Magnifying Glass, 2 Short Swords, Longbow, and arrows sold for 84 Gold a hostile. When I attack with a one-handed weapon in my Attack
- Purchased Bullseye Lantern, Hand Crossbow, and bolts action, I can use a bonus action to attack with a hand crossbow
I'm holding.
====================== Progression Guide ======================
◆ Take 2 more levels in ranger, grabbing sniper at 4, and then 2 more in fighter to pickup action FEAT:

surge. Be sure to prioritize Pass Without Trace over all else. Stealth is king.
◆ From here you have 2 choices:
- You can become more well rounded by taking one level in Peace or Life Cleric and 1 Level
in Divine Soul before taking fighter up to 4 to grab battle master and War Caster.
- Or take fighter to 3 to pick up battle master take rogue 4 to grab assassin and a feat before
coming back to grab fighter 4 and another feat.
FEAT:

FEAT:

FEATS

MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Damage Solves
SPELL SLOTS
CHARACTER NAME

GLOOM STALKER SPELLS Wisdom +4 DC 12


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg — Abjur 1 rea Self S 1 rnd X 150
Longstrider 1+1/SL creature's speed increases by 10 ft for the duration — Trans 1a Touch V,S,M 1 h P 256
Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it — Conj 1a 120 ft V,S Conc, 1 h P 243
Goodberry Create 10 berries; 1 a to eat 1 berry: heal 1 HP, nourishment for 1 day; berries lose potency after 24h — Trans 1a Touch V,S,M Instantaneous P 246

LR Speak with Animals (R) Speak verbally with and understand beasts for duration; interaction limited by intelligence of beasts — Div 1a Self V,S 10 min P 277

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Printer Friendly - Redesign) Made by Joost Wijnen ([email protected]); Design inspired by Wizards of the Coast character sheet

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