Abilities click the dot to toggle save proficiency
Skills
Senses & Tongues
Passive Perception14
Passive Investigation10
Languages
Tools
Purse
GP
SP
CP
Gear
Vitals
Hit Points
/
Temp
Armor Class
14
Speed
Initiative
Attackers
act first
act first
house rule —
no DEX rolls
no DEX rolls
Turn
swift = act early, no move
Hit Dice
Death Saves
save
fail
Attacks click a number to roll it
d4
Dice
Boon0
Bane0
E5E: boons/banes are ±1d4 (max 3) instead of advantage. They cancel each other out.
Playbook
Your combat turn
- Quarry marked? If not → bonus mark the biggest threat (unlocks the Quarry die). Lasts 1 hour, so usually round 1 only.
- Need the edge? If you're not already shooting with advantage → bonus Sharpshooter. Only one bonus action: Quarry or Sharpshooter.
- Shoot. Add the Quarry die to your first hit each turn.
- Swift or slow? Default swift. Take slow only to reposition or retreat.
Opening a fight
- Stay hidden — an unseen shot has advantage, and whoever starts the fight acts first, so the whole party goes before the enemy.
- bonus mark Quarry on the deadliest enemy.
- Shoot from hiding. Skip Sharpshooter — you already have advantage.
- Stay put, keep range. Melee foes waste 2–4 rounds reaching you.
Ambushed / losing
- Take a slow turn — movement beats speed now.
- Break away from melee. Eat one opportunity attack rather than shooting at a bane every round.
- Bloodied → stop trading, get to cover. Crits and hitting 0 can cause lasting injuries.
- Absorb Elements reaction if the hit is elemental. Invisibility potion if you get isolated — drink and relocate.
- Healing Surge — action + 2 hit dice.
House rules that bite
- Gritty rests: short rest = 8 hours. Long rest = 3 short rests in the field, or one night in a safe haven. Spell slots are precious.
- Injuries: crits, being bloodied, or dropping to 0 can inflict lasting injuries (CON save, d12 location).
- Potions: action = full value, bonus action = rolled. Drinking provokes.
- Inspiration capped at proficiency bonus, spent on cinematic stunts.
- Arrows aren't tracked. Enemy HP is described: fresh / bloodied / very bloodied.
- Advantage doesn't stack — if you already have it, save the bonus action.
Spellcasting
Save DC12
Spell atk+4
Prepared0/3
Slots only come back on a long rest — three days in the field. Never burn one on damage; the bow is free.
Features & Knacks
Conditions & Injuries
Lasting injuries