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Kal'gor Ullegash

7 Level (0/34000 XP for level-up) Weirdo (Outlanderish) Background Half-orc Race / Species / Heritage Alignment
Huntsman Ranger
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Gunslinger
Level 2
Hit Dice: 2/2
1d8+2 Class 2

STR
20
+5
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
17
+3
CHA
9
-1
61
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30/60/-
Speed (walk/run/fly)
16
Passive Perception
4d8 / 4d8
Risk Dice
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+8 Athletics STR
-1 Deception CHA
+0 History INT
+6 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+9 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, Hand +9 STR 1d6+5 piercing
 Ammunition, Range (30/120), Light, Loading, Magic (See Notes)
Shortsword +8 STR 1d6+5 piercing
 Finesse, Light
Sword +8 STR 1d6+5 piercing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Searing Smite
Hunter's Mark

•FEATS




CROSSBOW EXPERT:

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.



•TRAITS




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.

DARKVISION:
You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.

HUNTER'S INTUITION:
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.

FINDER'S MAGIC:
You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

SPELLS OF THE MARK:
If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class.


•FEATURES




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.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

DEFT EXPLORER:
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny – Choose one of your skill proficiencies. Your proficiency bonus is doubled 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 (ARCHERY):
You gain a +2 bonus to attack rolls you make with ranged weapons.

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

HUNTSMAN'S ARCANA:
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Huntsman's Arcana table.
The spells count as ranger spells for you, but don’t count against the number of ranger spells you know.

SPIRITUAL CURSE:
At 3rd level, the spirit of the beast you slew begins to awaken within you, gradually seeking to drive you to the ravenous urges of a wild animal.
Whenever you take the Attack action, you can choose to make feral attacks in place of your normal attacks if you have at least one free hand. Strength is your ability score for a feral attack. When you do this, the spiritual claws of the beast within manifest around your arm as you strike a creature within your reach. Make an attack roll. If you hit, the target takes slashing damage equal to 1d12 + your Strength modifier. You can choose to use your bonus action to make an additional feral attack if at least one feral attack you’ve made during your turn hits a creature.
Whenever you kill a creature with a feral attack, you risk losing control of yourself and are overwhelmed with a compulsion to feast on the creature’s spirit. If the corpse of a creature you have slain with a feral attack is within your reach at the start of your turn during the first minute after you have killed it, your predatory spirit will appear and feast using your action, granting you temporary hit points equal to half your ranger level + your Constitution modifier. Once it does this, you regain control, and you can use a bonus action before the end of your turn to make one feral attack.

COLD IRON:
Also at 3rd level, the hoarfrost of the Huntsman’s domain infuses your mind and body even as your soul fights within you. You gain the following benefits:
Dark Hunter – You ignore disadvantage on Perception checks caused by dim lighting.
Flawless Pursuit – Whenever a hostile creature you can see takes the Dash action, you can use your reaction to move up to your speed towards them, even while mounted.
Hunting Blind – You can create an area of artificial camouflage up to 10 feet in each dimension for yourself and your allies over the course of 1 minute. While within, you gain advantage on Stealth checks and cannot be detected by scent.
Winter’s Might – You can add your Strength modifier to your AC in place of your Dexterity modifier, and you can use your Strength modifier when making attacks with ranged weapons. This does not allow you to surpass the normal limits of an armor’s AC value.

EXTRA ATTACK:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

FIGHTING STYLE (DUELIST):
While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target’s AC by 5 or more, you deal one extra die of weapon damage. You can only use this ability once per round.

QUICK DRAW:
Gunslingers have twitch reflexes and can pull a gun in the blink of an eye. You have advantage on initiative rolls. Additionally, you can draw or stow up to two weapons when you roll initiative and whenever you take an action on your turn.

CRITICAL SHOT:
At 2nd level, your ranged firearm attacks score a critical hit on a roll of 19 or 20.
Starting at 9th level, your ranged firearm attacks score a critical hit on a roll of 18–20, and at 17th level, your ranged firearm attacks score a critical hit on a roll of 17–20.

POKER FACE:
Starting at 2nd level, you have advantage on ability checks and saving throws made to prevent others from sensing your motives, perceiving your emotions, or reading your thoughts.

RISK:
By 2nd level, you can perform incredible feats of daring that are fueled by special dice called risk dice.
Risk Dice – You have four risk dice, which are d8s. You gain additional risk dice and your risk dice change as you gain levels in this class, as shown in the Risk Dice column of the Gunslinger table. You regain all expended risk dice when you finish a long rest.
Using Risk Dice – Once per turn, you can expend a risk die to perform a deed of your choice. Your deed options are detailed at the end of the class description.
Saving Throws – Some of your deeds require your target to make a saving throw to resist the deed’s effects. The saving throw DC is calculated as follows:
Deed save DC = 8 + your proficiency bonus + your Dexterity modifier

Features & Traits
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10gp
Leather armor
Explorer's pack

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 110, Platinum: 0 Money
Languages: Common, Orc, Elven, Goblin, Leonin

Proficiencies:

  • Armor: light armor, medium armor, shields

  • Weapons: simple weapons, martial weapons

  • Tools: cook's utensils



Languages & Proficiencies
*Special – When you score a critical hit with this weapon, the bolt explodes on impact. Each creature you choose other than the target within 5 feet of it must make a Dexterity saving throw, taking cold damage equal to half the damage dealt on a failure. The DC for this saving throw is the weapon's rarity (uncommon – 13; see Khaliber's Iron, Valda's)

SPELLS OF THE MARK








































Spell LevelSpell
1st Faerie Fire, Longstrider
2nd Locate Animals or Plants, Locate Object
3rd Clairvoyance, Speak With Plants
4th Divination, Locate Creature
5th Commune With Nature
PRIMAL AWARENESS








































Ranger LevelSpell
3rd Speak With Animals
5th Beast Sense
9th Speak With Plants
13th Locate Creature
17th Commune With Nature
HUNTSMAN'S ARCANA








































Ranger LevelSpell
3rd Rimesworn Blade*
5th Wolfbane Trap*
9th Frozen Lance*
13th Dominate Beast
17th Nemesis*

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 1 Spells

PHB: P. 274

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, Up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin

SRD

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

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