Elizabeth Houkai: Ranger (7) Soldier Human/Illuskan Lawful Good

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Ranger (7) Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


Elizabeth Houkai
Human/Illuskan Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +4 30
Although she appears cold and distant, she cares greatly
for those in need

-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
She tries her best to remain calm and professional at all
times in order to be most effective

8 PERSONALITY TRAITS

Hit Point Maximum 60


● +2 Strength
DEXTERITY ● +7 Dexterity
No personal sacrifice is too great in
order to bring peace to the people
+4 +2

0
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

18 +3 Wisdom
-1 Charisma
Her friends

CONSTITUTION SAVING THROWS Her duty


TEMPORARY HIT POINTS BONDS

+2 Total 7d10
+4 Acrobatics (Dex) SUCCESSES
Her soldier like bearing and cold
14 +3 Animal Handling (Wis) FAILURES personality make it difficult for her to form
new relationships
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +2 Athletics (Str)

0 -1

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

Longbow +9 1d8 + 4 piercing Number of Attacks: 2


10 ● +6 Insight (Wis)
● +2 Intimidation (Cha) Crossbow, hand +9 1d6 + 4 piercing
(additional features & traits on
WISDOM ● +3 Investigation (Int)
Rapier +7 1d8 + 4 piercing last page)
+3 Medicine (Wis)
+3 0 Nature (Int)
● +6 Perception (Wis)
16
-1 Performance (Cha)
-1 Persuasion (Cha)
CHARISMA
0 Religion (Int)

-1 +4 Sleight of Hand (Dex)


● +7 Stealth (Dex)
8 +3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION)


CP Clothes, common (1);
Arrow (20); Piton (10);
Tool Proficiencies: Dragonchess Set;
SP Quiver (1); Waterskin
Land Vehicles (1); Rations (1 day)
EP (10); Rope, hempen
Weapon Proficiencies: Martial; (1); Tinderbox (1);
Simple Hammer (1);
GP
10
Breastplate (1);
Armor Proficiencies: Light; Medium;
Shields
PP Backpack (1);
Crowbar (1); Torch
Language Proficiencies: Abyssal; (10)
Common; Infernal; Primordial
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
Elizabeth Houkai
CHARACTER NAME EYES SKIN HAIR

NAME

Lords' Alliance

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

History:
-raised by an abusive father, a Cleric of Ra working for the Lords'
Alliance. He had an apprentice that she befriended over the years
-it eventually came to light that her father was in league with the
red wizards of Thay and was conducting experiments that led to
the deaths of hundreds of people. He was stopped by the Lords'
Alliance.
-joined the Lords' Alliance shortly after her father's death in her
late teens and quickly rose through the ranks due to her
exceptional skills as a marksman
-she proved herself a capable soldier at her desk and on the
battlefield but eventually became wracked with guilt over the
things she'd had to do during war
-when things had quieted down, she took a position serving under
her old friend, Rafael Yaegar, a position she maintains to this day.

Fear: her father

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Detect Magic
4
Hunter's Mark
Protection from Evil and Goo
SPELLS KNOWN

2 3
Pass without Trace
Silence
Zone of Truth
5

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

---------------Actions--------------
Primeval Awareness. Spend an X-level spell slot, for X minutes, you sense the types of creatures within 1
mile(6 if forest and mountain.

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

Crossbow Expert. Thanks to extensive practice with the crossbow, you gain the following benefits:

• You ignore the loading quality of crossbows with which you are proficient.

• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack roils.

• When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to
attack with a loaded hand crossbow you are holding. .

Favored Enemy. You have advantage on survival checks to track undead and aberration creatures and on
INT checks to recall info about them.

Hunter's Sense. At 3rd level, you gain the ability to peer at a creature and magically discern how best to
hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether
the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is
hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain
all expended uses of it when you finish a long rest.

Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military
organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses
for temporary use. You can also usually gain access to friendly military encampments and fortresses where
your rank is recognized. .

Natural Explorer. Your favored terrain types are forest and mountain. 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.

Slayer's Prey. Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it.
As a bonus action, you designate one creature you can see within 60 feet of you as the target of this
feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage
from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a
different creature.

Supernatural Defense. At 7th level, you gain extra resilience against your prey’s assaults on your mind and
body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you
make an ability check to escape that target’s grapple, add 1d6 to your roll.
Page 1

Level-1 evocation Level-1 divination Level-1 divination


Cure Wounds Detect Magic Hunter's Mark
1 act. Touch V,S Inst 1 act. Self V,S Conc, 10 mins 1 b.a. 90 ft V Conc, 1 hr
A creature you touch regains a number of hit For the duration, you sense the presence of You choose a creature you can see within
points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense magic range and mystically mark it as your quarry.
modifier. This spell has no effect on undead or in this way, you can use your action to see a Until the spell ends, you deal an extra 1d6
constructs. At Higher Levels. When you cast faint aura around any visible creature or damage to the target whenever you hit it with
this spell using a spell slot of 2nd level or object in the area that bears magic, and you a weapon attack, and you have advantage on
higher, the healing increases by 1d8 for each learn its school of magic, if any. The spell can any Wisdom (Perception) or Wisdom
slot level above 1st. penetrate most barriers, but it is blocked by 1 (Survival) check you make to find it. If the
foot of stone, 1 inch of common metal, a thin target drops to 0 hit points before this spell
sheet of lead, or 3 feet of wood or dirt. 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 14 Mod +6 Ranger DC 14 Mod +6 Ranger DC 14 Mod +6

Level-2 abjuration Level-1 abjuration Level-2 illusion


Pass without Trace Protection from Evil and Good Silence
1 act. Self V,S,M Conc, 1 hr 1 act. Touch V,S,M Conc, 10 mins 1 act. 120 ft V,S Conc, 10 mins
A veil of shadows and silence radiates from Until the spell ends, one willing creature you For the duration, no sound can be created
you, masking you and your companions from touch is protected against certain types of within or pass through a 20-foot-radius
detection. For the duration, each creature you creatures: aberrations, celestials, elementals, sphere centered on a point you choose within
choose within 30 feet of you (including you) fey, fiends, and undead. The protection grants range. Any creature or object entirely inside
has a +10 bonus to Dexterity (Stealth) checks several benefits. Creatures of those types have the sphere is immune to thunder damage, and
and can't be tracked except by magical means. disadvantage on attack rolls against the target. creatures are deafened while entirely inside it.
A creature that receives this bonus leaves The target also can't be charmed, frightened, Casting a spell that includes a verbal
behind no tracks or other traces of its passage. or possessed by them. If the target is already component is impossible there.
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Ranger DC 14 Mod +6 Ranger DC 14 Mod +6 Ranger DC 14 Mod +6

Level-2 enchantment
Zone of Truth
1 act. 60 ft V,S 10 mins
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until
the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its
turn there must make a Charisma saving
throw. On a failed save, a creature can't speak
a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.

Ranger DC 14 Mod +6

You might also like