Reach
Reach
5 Level (0/14000 XP for level-up) Soldier/Haunted One Background Learnacha (Human) Race / Species / Heritage Lawful Neutral Alignment
Ranger
Level 5
Hit Dice: 5/5
1d10+1 Class 1
Level 5
Hit Dice: 5/5
1d10+1 Class 1
STR
15
+2
DEX
12
+1
CON
12
+1
INT
11
+0
WIS
15
+2
CHA
10
+0
39
Hit Points
Hit Points
+6
Initiative (DEX)
Initiative (DEX)
12
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30
Speed (walk/run/fly)
Speed (walk/run/fly)
15
Passive Perception
Passive Perception
Spellcasting ...
+5
Attack mod
WIS
Ability
+2
Abi Mod
13
Save DC
| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +5 | Strength | |
| +4 | Dexterity | |
| +1 | Constitution | |
| +0 | Intelligence | |
| +2 | Wisdom | |
| +0 | Charisma |
| +2 | Acrobatics | DEX | |
| +4 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +7 | Athletics | STR | |
| +0 | Deception | CHA | |
| +3 | History | INT | |
| +7 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +0 | Investigation | INT |
| +4 | Medicine | WIS | |
| +0 | Nature | INT | |
| +7 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +2 | Sleight of Hand | DEX | |
| +2 | Stealth | DEX | |
| +7 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Shortsword | +7 | STR | 1d6+4+2 | Piercing | |
| Martial, Finesse, Light | |||||
| Longbow | +5 | DEX | 1d8+1+1 | Piercing | |
| Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600) | |||||
| Unarmed Strike | +7 | STR | 3+2 | Bludgeoning | |
Spell Book
FAVORED ENEMY
You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Orcs
Elves
NATURAL EXPLORER
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
SPELLCASTING
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5).
RANGER ARCHTYPE
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
PRIMEVAL AWARENESS
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
EXTRA ATTACK
You can attack twice whenever you take the Attack action on your turn.
FEATS
Grappler
You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Alert
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Orcs
Elves
NATURAL EXPLORER
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
SPELLCASTING
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5).
RANGER ARCHTYPE
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
PRIMEVAL AWARENESS
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
EXTRA ATTACK
You can attack twice whenever you take the Attack action on your turn.
FEATS
Grappler
You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Alert
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Features & Traits
Crowbar
Hammer
Piton
Rations (1 day)
Rope, Hempen (50 feet)
Tinderbox
Torch
Waterskin
Hammer
Piton
Rations (1 day)
Rope, Hempen (50 feet)
Tinderbox
Torch
Waterskin
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Monster Slayer Magic
Spellcasting
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Martial Weapons, Simple Weapons
TOOLS
Vehicles (Land), Vehicles (Water)
LANGUAGES
Common, Elvish, Orc
Light Armor, Medium Armor, Shields
WEAPONS
Martial Weapons, Simple Weapons
TOOLS
Vehicles (Land), Vehicles (Water)
LANGUAGES
Common, Elvish, Orc
Languages & Proficiencies
I don’t run from evil. Evil runs from me.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
I refuse to become a victim, and I will not allow others to be victimized.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
I refuse to become a victim, and I will not allow others to be victimized.
Personality Traits
I’ll stop the spirits that haunt me or die trying. (Any)
I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
I have a dark calling that puts me above the law. (Chaotic)
I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
I try to help those in need, no matter what the personal cost. (Good)
I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
I have a dark calling that puts me above the law. (Chaotic)
I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
I try to help those in need, no matter what the personal cost. (Good)
Ideals
I would sacrifice my life and my soul to protect the innocent.
My torment drove away the person I love. I strive to win back the love I’ve lost.
A terrible guilt consumes me. I hope that I can find redemption through my actions.
There’s evil in me, I can feel it. It must never be set free.
I have a child to protect. I must make the world a safer place for him (or her).
My torment drove away the person I love. I strive to win back the love I’ve lost.
A terrible guilt consumes me. I hope that I can find redemption through my actions.
There’s evil in me, I can feel it. It must never be set free.
I have a child to protect. I must make the world a safer place for him (or her).
Bonds
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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