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Erkian Barna
Level 3 (0/2700 XP for level-up)
Background Outlander
Size Medium
Species Wood-elf
Ranger
Subclass Gloomstalker
Level 3
Hit dice 3/3
1d10+2

STR 8
-1
STR save: +1
DEX 16
+3
DEX save: +5
CON 14
+2
CON save: +2
INT 10
+0
INT save: +0
WIS 16
+3
WIS save: +3
CHA 8
-1
CHA save: -1

Initiative (DEX)
+3
Speed
35
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
13
Hit Points
35 / 35
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
WIS
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Heavy Crossbow +5 DEX 1d10+3 Piercing
  Properties: Range 100/400; Bolt, Heavy, Loading, Two-Handed Push
Shortsword +5 DEX 1d6+3 Piercing
  Properties: Finesse, Light Vex
Scimitar +5 DEX 1D6+3 Slashing
  Properties: Finesse, Light Nick
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather 15
Skills
P/E Bonus Skill Abi
+5 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
-1 Deception CHA
+0 History INT
+3 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
+5 Medicine WIS
+2 Nature INT
+7 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Disguise Self
+5
Action 1 Hour VS
Cure Wounds
+5
Action Touch Instent VS
 Notes:   Heal 1D8 +Wis
Ensnaring Strike
+5
Bonus Action Concentration, up to 1 minute 1D6 V
 Notes:   While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
Hail of Thorns
+5
Bonus Action 1D10
Hunters Mark
+5
90ft Concentration, up to 1 hour
 Notes:   You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 16, Platinum: 0
Treasure and Equipment
Explores pack
Heavy Crossbow
40 bolts
Quiver x 2
Studded Leather Armor
Shortsword
Scimitar
Pan Flute
Proficiencies, Languages, and Talents
LANGUAGE: Commen, Elven, Undercommen, Dwarven
Origen Feat: Skilled
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.
Features & Traits
Darkvision. You have Darkvision with a range of 120 feet.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.
Wisdom,is your spellcasting ability for the spells you cast with this trait
Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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