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Elizabeth Cinder

3 Level (0/2700 XP for level-up) Urban Bounty Hunter Background Human (Variant) Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
8
-1
WIS
16
+3
CHA
10
+0
28
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
-1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
+0 Deception CHA
-1 History INT
+5 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Crossbow +7 DEX 1d6+3 Piercing
 Finesse, Light, Melee, Ranged (30/120)
Hand Crossbow (Bonus Action after Attack) +7 DEX 1d6+3 Piercing
 Finesse, Light, Melee, Ranged (30/120)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown (20/60)
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Speak with Animals 1 action Self 10 minutes VS
 Notes:Ritual Spell - Can cast once per long rest. Does not expend a spell slot
Zephyr Strike 1 bonus action Self Concentration, up to 1 minute 1d8 V
 Notes:You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Entangle +5 1 action 90 ft Concentration, up to 1 minute VS
 Notes:Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Longstrider 1 action Touch 1 hour VSM
 Notes:You touch a creature, can be youtself. The target's speed increases by 10 feet until the spell ends.

Favored Foe


When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deft Explorer


You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled (expertise) for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Fighting Style


At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.

Variant Human Feat: Crossbow Master
Thanks to extensive practice with the crossbow, you gain the following benefits:
  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

  • Spellcasting


    By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

    Spell Slots: You know three (3) 1st-level spells of your choice from the ranger spell list.

    Spellcasting Ability
    Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (8 + 2 + 3 = 13)

    Spell attack modifier = your proficiency bonus + your Wisdom modifier (+5 to hit)

    Primal Awareness


    You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

    Lv. 3 - Speak With Animals
    You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

    Ranger Conclave: Hunter



    Hunter's Prey
    Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

    Features & Traits
    Hand Crossbow x2
    Dagger
    Studded Leather Armor
    Explorer's Pack
    20 crossbow bolts

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
    Common
    Elvish
    Dwarvish
    Draconic
    Simple, Martial Weapons
    Light, Medium Armor
    Shields
    Thieve's Tools
    Dice Set

    Languages & Proficiencies
    Despite being the heir to the throne of Blackrock, you want nothing to do with royal statuses or titles. You find court life boring and take every opportunity you can find to escape from the royal palace and get up to some mischief on your own. Recently you've taken to visiting the underground fighting pits that pop up in the slums, sometimes to fight and sometimes just to watch. You neither approve or disapprove of these illegal acts, it serves simply as a exhilirating way to feel alive and

    Personality Traits
    Chains are meant to be broken, from both your current position of power, and within the greater geopolitical class struggles
    Freedom of self, mind, and body. No one can choose your fate other than you.
    Good and bad, right and wrong are interchangeable. The only laws you truly believe in are your own.
    You witnessed firsthand the injustice and inequality of the royal court. Someone you cared about perished as a direct result of the nobles/royal family.

    Ideals
    Parents - King/Queen of Blackrock
    Praetorian Titus - Royal Guardian of the Cinder Family

    Bonds
    When things start to look dire, I tend to run away and save myself.
    I have a tell that reveals when I'm lying.
    Despite being a noble and heir to the throne, I can't stand noble life and can get irrationally angry when amongst them.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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