Background: Folk Hero

  • Armor Class 15 (boiled leather)
  • Hit Points 28
  • Bloodied Value 14
  • Short Rest Healing 18
  • Speed 35ft. Climb 35ft.

+0 +3 +1 +1 +2 +0

  • Proficiency Bonus +2
  • Saving Throw Proficiencies Strength, Dexterity
  • Skill Proficiencies Investigation, Stealth, Insight, 2 more
  • Expertise Mobility
  • Languages Common, Elvish
  • Senses Darkvision

Elven Accuracy. Your ranged attacks ignore partial cover.


Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit 7 (1d8 + 3) piercing damage.

Quick Strike. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit 4 (1d8) piercing damage. You can make another Quick Strike, using your bonus action.

Shortswords. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage. You can use a bonus action to make a secondary attack with your off-hand weapon, dealing 3 (1d6) damage on hit.

Disarm. Melee Weapon Attack: +5 to hit vs. the target's Athletics check, reach 5ft., one target. Hit the target drops one item it is currently holding.

Healing Salve. Reach 5ft., the target regains 7 (1d8+3) hit points.

Inspiration _ _

You have one inspiration tokens which can be used to:

  • Reroll a single d20
  • Regain 2d4+2 Hit Points
  • Make a narrative declaration

Death Saving Throws: _ _ _

When reduced to 0 hit points you gain one automatically failed Death Saving Throw or Minor Injury.

When you start your turn Dying you roll a DC10 Death Saving Throw.

If you take 10 damage while Dying, Incapacitated or Falling you gain one automatically Death Saving Throw or Minor Injury

Quarry - 1d4

Once on your turn, after making an attack against a creature you can see, or as a bonus action, you may designate that creature as your Quarry. This effect lasts until the end of your next turn, or until you mark another creature as your Quarry. When you make an attack against a marked Quarry, you deal an extra 1d4 damage of the same type as the attack. Hunter: You can reroll your Quary dice and use the new result.


In addition, while travelling for an hour or more you can add your Wisdom modifier as a bonus to any Strength, Dexterity and Wisdom ability checks or saving throws you or your allies make.

Healing Salves - 2

As a part of a long rest, you can prepare a 2 (Wis mod) healing salves. Each salve restores 7 (1d8 + level) Hit Points and can be applied to a creature using an action.


When in a wood or a forest, a wood elf has advantage on stealth checks, can move stealthily at a normal pace and is unaffected by natural difficult terrain. In addition, you can spend 1 hour foraging to provide food for up to 5 creatures.

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