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Aidelf Hipler

Ranger 3 Class & Level
Background
Half-elf Race
True Neutral Alignment

Strength 14
+2
Dexterity 18
+4
constitution 18
+4
intelligence 17
+3
wisdom 13
+1
charisma 17
+3
Total Hit Dice 3
Hit Die
1d10+4
+2 proficiency bonus
+4 Strength
+6 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+3 Deception
+0 History
+1 Insight
+3 Intimidation
+0 Investigation
+1 Medicine
+2 Nature
+3 Perception
+3 Performance
+3 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+3 Survival
skills Languages: Common, Elvish, Deep Speech, infernal   Armor: Light armor, medium armor, shields   Weapons: Simple weapons, martial weapons   Tools: None proficiencies

 
16
Armor Class
34
Hit Points
+4
Initiative
35
Speed
Longbow 1d20+6 1d8+4
Katana(one-handed) 1d20+4 1d8+2
Katana(two-handed) 1d20+6 1d10+2
Attacks
Studded leather
Longbow
Katana
Rations(8)
Fine Clothes
Common clothes
Quiver(Arrows:80)
Equipment
• Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

• Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep

• Favored Enemy: Aberrations; You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type

• Natural Explorer: forest

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style: Archery; You gain a +2 bonus to attack rolls you make with ranged weapons.

• Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

• Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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