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June Nightway

4 Level (0/6500 XP for level-up) Outlander Background Drow Race / Species / Heritage Lawful Evil Alignment
Ranger
Level 3
Hit Dice: 2/3
1d10+2 Class 1
Cleric (Light)
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
12
+1
DEX
17
+3
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
13
+1
39
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
+1 Deception CHA
+1 History INT
+5 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+7 Perception WIS
+1 Performance CHA
+1 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 +5 DEX d6+3 piercing
 30/120, Light, Loading
Longbow +5 DEX d8+3 piercing
 Two Handed, 150/600, Heavy
Shortsword +5 DEX d6+3 slashing
 Light, Finesse
Heavy Crossbow +5 DEX d10+3 piercing
 Two Handed, 100/400, Heavy, Loading
Attacks

Spell Book

Crossbow Expert
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.

Archer
+2 to attacks with ranged

Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Features & Traits
Half Plate, Shortsword, Hand Crossbow, Heavy Crossbow, Longbow
200 GP
The Amulet

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spells
Cleric
Cantrips - Light, Thaumaturgy, Guidance, Mending
1st level - Command, Healing Word, Sanctuary, Shield of Faith
Class Spells -
Burning Hands, Faerie Fire

Ranger
1st level - Hunter's Mark, Longstrider
Spellcasting
Infernal, Undercommon, Elven, Common

Lyre, Thieves Tools

Languages & Proficiencies
It is my duty to grow the light.

Ideals
Heliophobia -
I have been terrified of the sun as long as I've been alive.
Sunlight sensitivity is worse for you, you must make a wisdom save (DC 10 + 2 for subsequent rounds) whenever you enter sunlight or become frightened of sunlight. While frightened, you can opt to close your eyes, which will place you under the blinded condition. While blinded in this way, you can move through sunlit areas at half speed, and you have a basic awareness of what is around you (5 ft). You remain frightened in this way as long as you remain in sunlight or within sight of direct sunlight, after which you must spend an action to calm yourself. You must pass a DC 10 wisdom save equal to the DC of the orginal failed check, (-2 for every subsequent check), or until you are able to spend a turn focusing with a panic relief item.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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