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Aleksander Hafka in Dungeons & Dragons 5e

Aleksander Hafka

2 Level (0/900 XP for level-up) Gambler Background Shifter (Wildhunt) Race / Species / Heritage Alignment
Ranger
Level 2
Hit Dice: 2/2
1d10+4 Class 1

STR 18

+4

DEX 13

+1

CON 18

+4

INT 9

-1

WIS 14

+2

CHA 6

-2

16
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+6 Strength
+3 Dexterity
+4 Constitution
-1 Intelligence
+2 Wisdom
-2 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+0 Deception CHA
-1 History INT
+4 Insight WIS
-2 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+4 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
-1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Handaxe +4 STR 1d6+4
 Light, Thrown Range (40/100)
Javelin +4 STR 1d6+4
 Thrown Range (90/160)
Attacks

Spell Book

Background - Never Tell Me The Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Feat (1): Thrown Arms Master
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.
  • Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.
  • When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.

  • Racial - Shifting (Wildhunt):
  • As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
  • Once you shift, you can't do so again until you finish a short or long rest.
  • Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

  • Fighting Style: Two-Weapon Fighting
    When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage.

    Ranger (2) - Deft Explorer
    Thanks to your travels, you gain the following benefits.
  • Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill. (Survival)
  • Languages. You know two languages of your choice from the language tables in chapter 2. (Theives Cant, Orcish)

  • Features & Traits
    Handaxe x2
    Javelin x2
    Scale Mail
    Gaming Set (Bone Dice)
    Explorer's Pack
    Grappling Hook

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 97, Platinum: 0 Money
    Darkvision: 60ft
    Gaming Set
    Common, Thieves' Cant, Orcish

    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.

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