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Blade Vintari

4 Level (0/6500 XP for level-up) Urban Bounty Hunter Background Canine - Wolf Race / Species / Heritage Chaotic Good Alignment
Ranger
Level 4
Hit Dice: 2/4
1d10+2 Class 1

STR 12

+1

DEX 17

+3

CON 14

+2

INT 11

+0

WIS 18

+4

CHA 13

+1

49
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
50 / 100
Damage Pool
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+5 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+1 Deception CHA
+0 History INT
+6 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+8 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 DEX 1d6+3 Piercing
 Finesse, light
Shortsword +5 DEX 1d6+3 Piercing
 Finesse, light
Longbow +5 DEX 1d8+3 Piercing
 Ammunition, range (150/600), heavy, two-Handed
Attacks

Spell Book

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Searing Smite +6 1 Bonus Action Concentration, up to 1 minute 1d6 V
 Notes:The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, 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 above 1st.
Ensaring Strike +6 1 Bonus Action Concentration, up to 1 minute 1d6 V
 Notes:The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Speak with Animals +6 1 Action Self 10 Minutes VS
 Notes:You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Zephyr Strike +6 1 bonus action Self Concentration, up to 1 minute 1d8 V
 Notes:You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

Deathless Nature. You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Favored Foe This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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 (Optional)
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

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.

Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Primal Awareness
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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.

Beast Borne

You gain the shapechanger subtype

You gain darkvision out to a range of 60 feet

You gain advantage on Wisdom (Perception) Checks that rely on smell

Dual Wielding

You master fighting with two weapons, gaining the following benefits:

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Bestial Aspect

Whenever you deal or take damage, Add the total number together. This is your damage pool. You gain a bonus to your damage rolls, as well as additional beast-like abilities.
After 1 minute of dealing or taking no damage, your damage pool resets to 0.

Damage Pool: 10
Damage Bonus: +2
You sprout a set of vicious claws, which are natural weapons which you can use to make unarmed attacks. if you hit with them, you deal slashing damage equal to 1d6+STR. Your claws are magical for the purposes of overcoming resistances, and immunity to nonmagical attacks and damage

Damage Pool: 20
Damage bonus: +2
You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks that arent silvered.
Damage Pool: 30
Damage bonus: +2
Walking speed increases by ten feet
Damage Pool: 40
Damage bonus: +3
You gain blindsight with a range of 10 feet
Damage Pool: 50
Damage bonus: +3
Climbing Speed equal to walking speed
Damage Pool: 70
Damage bonus: +3
Walking speed increases by an additional 10 feet
Damage Pool: 100
Damage Bonus: +3
Your claws deal an additional 1d6 damage

Features & Traits
Scale Mail

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1, Platinum: 0 Money
Common, Elvish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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