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Ranger (2) Pirate

CLASS & LEVEL BACKGROUND PLAYER NAME


Fox Elf/Wood Elf Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 35
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 20



+1 Strength
DEXTERITY ●
+5 Dexterity

+3 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

17 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ●
+5 Acrobatics (Dex) Total 2d10 SUCCESSES

13 ●
+5 Animal Handling (Wis) FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+1 Athletics (Str)

0 0
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +3 Insight (Wis)
Longbow +7 1d8 + 3 piercing
Darkvision: 60 ft.
WISDOM
0
0
Intimidation (Cha)
Investigation (Int)
Shortsword +5 1d6 + 3 piercing
Immunities:
+3 Medicine (Wis) magical-sleep
+3 0 Nature (Int)

+5 Perception (Wis)
16
0 Performance (Cha) (additional
CHARISMA
0
0
Persuasion (Cha)
Religion (Int)
features & traits
0 +3 Sleight of Hand (Dex) on last page)

+5 Stealth (Dex)
10 ●
+5 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP Pouch (1); Clothes,
common (1); Rope,
SP
silk (1); Arrow (20);
Tool Proficiencies: Navigator's Quiver (1); Waterskin
Tools; Water Vehicles (1); Scale mail (1);
EP

Weapon Proficiencies: Martial;


Bedroll (1); Rations
Simple (1 day) (10); Rope,
GP
10 hempen (1);
Armor Proficiencies: Light; Tinderbox (1); Mess
Medium; Shields PP
kit (1); Backpack (1);
Torch (10)
Language Proficiencies:
Common; Elvish
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Fox
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Hunter's Mark
4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you
make with ranged weapons.

Bad Reputation. No matter where you go, people are afraid of you
due to your reputation. When you are in a civilized settlement, you
can get away with minor criminal offenses, such as refusing to pay
for food at a tavern or breaking down doors at a local shop, since
most people will not report your activity to the authorities.

Elf Weapon Training. You have proficiency with the longsword


shortsword, shortbow, and longbow.

Equipment. You possess a belaying pin (club), and a lucky charm


such as a rabbit foot or a small stone with a hole in the center (or
you may roll for a random trinket on the Trinkets table in chapter 5).
Enter these manually as custom items.

Favored Enemy. You have advantage on survival checks to track


creatures and on INT checks to recall info about them.

Fey Ancestry. Advantage on charmed saves and immune to sleep


magic.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can try to hide when lightly obscured by
foliage, heavy rain, falling snow, mist, and other natural
phenomena.

Natural Explorer. Your favored terrain types are not selected.


Related to the terrain types: 2X proficiency bonus for INT and WIS
checks for which you are proficient, difficult terrain doesn't slow
your group, always alert for danger, can move stealthily alone at
normal pace, 2x food when foraging, while tracking learn exact
number, size, and when they passed through.

Trance. Trance 4 hrs. instead of sleep 8.


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Level-1 evocation Level-1 divination


Cure Wounds Hunter's Mark
1 act. Touch V,S Inst 1 b.a. 90 ft V Conc, 1 hr
A creature you touch regains a number of hit You choose a creature you can see within
points equal to 1d8 + your spellcasting ability range and mystically mark it as your quarry.
modifier. This spell has no effect on undead or Until the spell ends, you deal an extra 1d6
constructs. At Higher Levels. When you cast damage to the target whenever you hit it with
this spell using a spell slot of 2nd level or a weapon attack, and you have advantage on
higher, the healing increases by 1d8 for each any Wisdom (Perception) or Wisdom
slot level above 1st. (Survival) check you make to find it. If the
target drops to 0 hit points before this spell
ends, you can use a bonus action on a
subsequent turn of yours to mark a new
creature. At Higher Levels: When you cast this
spell using a spell slot of 3rd or 4th level, you
can maintain your concentration on the spell
for up to 8 hours. When you use a spell slot of
5th level or higher, you can maintain your
concentration on the spell for up to 24 hours.

Ranger DC 13 Mod +5 Ranger DC 13 Mod +5


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