Sybella Suse (Gloomstalker 3)

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Ranger 3 NPC

CLASS & LEVEL PLAYER NAME


Sybella Suse
Variant Human Dimir Operative (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +6 16 28 --
-1 -1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 P +5

-1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


15 -1 Athletics STR Disguise Kit
ABILITY SAVE DC
P +1 Deception CHA
=== LANGUAGES ===
-1 History INT Celestial, Common, Draconic, Elvish, Giant
INTELLIGENCE
+3 Insight WIS
30 ft.
-1 -1 Intimidation CHA
-1 Investigation INT
8 +3 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM P +5 Perception WIS


-1 Performance CHA === ACTIONS ===
+3 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Favored Foe • 2 / Long Rest
When you hit a creature with an attack roll, you can
Help, Hide, Ready, Search, Use an Object, mark the target as your favored enemy for 1 minute or
-1 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise, until you lose your concentration (as if you were
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object concentrating on a spell).
The first time on each of your turns that you hit the
E +7 Stealth DEX === SPECIAL === favored enemy and deal damage to it, including when
CHARISMA Dread Ambusher you mark it, you can increase that damage by 1d4.
+3 Survival WIS
You add your WIS modifier (+3) to initiative rolls. At

-1 the start of your first turn of each combat, your walking


speed increases by 10 ft., 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
8 action, dealing an extra 1d8 damage of the weapon’s
damage type on a hit.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Dagger +5 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

13 PASSIVE WISDOM (INSIGHT)

Rapier +5 1d8+3 Piercing Martial, Finesse


9 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +1 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Ranger 3 NPC
CLASS & LEVEL PLAYER NAME
Sybella Suse
Variant Human Dimir Operative (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === * Spellcasting PHB 91 * Ability Score Increase BR 31


You can cast known ranger spells using WIS as your Two different ability scores of your choice increase by
* Deft Explorer TCoE 56 spellcasting modifier (Spell DC 13, Spell Attack +5). 1.
You are an unsurpassed explorer and survivor, both in
the wilderness and in dealing with others on your * Primal Awareness TCoE 57 * Skills BR 31
travels. You learn additional spells when you reach certain You gain proficiency in one skill of your choice.
levels in this class if you dont already know them, as
| Canny (1st Level) TCoE 56 shown in the Primal Awareness Spells table. * Feat BR 31
Choose one of your skill proficiencies. Your proficiency You gain one feat of your choice.
bonus is doubled for any ability check you make that * Ranger Archetype PHB 92
uses the chosen skill.
You can also speak, read, and write two additional | Gloom Stalker === FEATS ===
languages of your choice.
* Gloom Stalker Magic XGtE 42 * Sharpshooter PHB 170
* Hit Points PHB 90 You learn additional spells based on your level that Attacking at long range doesn't impose disadvantage
count as ranger spells but don't count against the on your ranged weapon attack rolls and your ranged
* Favored Foe TCoE 56 number of spells you know. weapon attacks ignore half cover and three-quarters
When you hit a creature with an attack roll, you can cover. Before you make an attack with a ranged
mark the target as your favored enemy for 1 minute or * Dread Ambusher XGtE 42 weapon that you are proficient with, you can choose to
until you lose your concentration (as if you were You add your WIS modifier (+3) to initiative rolls. At the take a -5 penalty to the attack roll to add +10 to the
concentrating on a spell). start of your first turn of each combat, your walking attack's damage.
The first time on each of your turns that you hit the speed increases by 10 ft., which lasts until the end of
favored enemy and deal damage to it, including when that turn. If you take the Attack action on that turn, you
you mark it, you can increase that damage by 1d4. can make one additional weapon attack as part of that
action, dealing an extra 1d8 damage of the weapons
| 2 / Long Rest Special damage type on a hit.

* Proficiencies PHB 90 | Special

* Spellcasting Focus TCoE 57 * Umbral Sight XGtE 42


You can use a druidic focus as a spellcasting focus for You gain darkvision out to a range of 60 ft. (+30 ft. if
your ranger spells. you already have it). While in darkness, you are
invisible to any creature that relies on darkvision to see
* Fighting Style PHB 91 you in that darkness.
You adopt a particular style of fighting as your
specialty.
=== VARIANT HUMAN RACIAL TRAITS ===
| Archery PHB
You gain a +2 bonus to attack rolls you make with * Languages BR 31
ranged weapons. You can speak, read, and write Common and one
extra language.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 40 Potion of Healing (Greater) 2 1 lb. Piton 20 5 lb.

Studded Leather, Enhanced Defense 1 13 lb. Rations (1 day) 30 60 lb.

SP 20 Shield 1 6 lb. Tinderbox 2 2 lb.

Dagger 1 1 lb. Small Knife 1 --


EP 0 Rapier 1 2 lb.

Longbow 1 2 lb.
GP 10 Backpack 1 5 lb.

Clothes, Common 1 3 lb.


PP 5 Potion of Healing 4 2 lb.

Rope, Hempen (50 feet) 2 20 lb.


WEIGHT CARRIED

161.5 lb. Torch 20 20 lb.

ENCUMBERED Waterskin 2 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

40 lb. Ink (1 ounce bottle) 1 -- Studded Leather, Enhanced Defense 1 13 lb.

PUSH/DRAG/LIFT Crowbar 1 5 lb.

240 lb. Hammer 1 3 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Female 19 Medium 5'-6" 140 lb.
GENDER AGE SIZE HEIGHT WEIGHT
Sybella Suse Chaotic Neutral Sable Church Caucasian Green Blond
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 3 Slots OOO

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Ensnaring Strike <C> Ranger STR 13 1BA Self V Concentration, up to 1 minute PHB 237 D: 1m, V

O Hunter's Mark <C> Ranger -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 Ext. D: (See Description)*, D: 1h, V

O Disguise Self Gloom Stalker Magic -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

P Speak with Animals Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

SPELLS

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