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

Ranger 6 Sotticus

CLASS & LEVEL PLAYER NAME


Jericho
Wood Elf Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +7 Dexterity
+2 Constitution +4 16 52 --
-1 +1 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
9
+0 Charisma
Total 6d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+4 being charmed DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +7 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+2 P +5

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


14 -1 Athletics STR Playing Card Set, Thieves' Tools
ABILITY SAVE DC
P +3 Deception CHA
=== LANGUAGES ===
+1 History INT Common, Elvish, Orc
INTELLIGENCE
+2 Insight WIS
35 ft. (Walking)
+1 +0 Intimidation CHA
+1 Investigation INT
13 +2 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +5 Perception WIS


+0 Performance CHA === ACTIONS === You can attempt to hide even when you are only
+2 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
lightly obscured.

Help, Hide, Ready, Search, Use an Object,


+1 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise,
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

P +7 Stealth DEX === SPECIAL ===


CHARISMA Horde Breaker
P +5 Survival WIS
Once on each of your turns when you make a

+0 weapon attack, you can make another attack with the


same weapon against a different creature that is within
5 ft. of the original target and within range of your
weapon.
10
Mask of the Wild
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Dagger of Warning +7 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60), This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Dalish Shortsword +8 1d6+5 Piercing Martial, Finesse, Light


12 PASSIVE WISDOM (INSIGHT)

Ironwood Longbow +10 1d8+5 Piercing Martial, Silvered, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

11 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike +2 0 Bludgeoning

Darkvision 60 ft. Sharpshooter Longbow +4 1d8+14 Piercing

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Ranger 6 Sotticus
CLASS & LEVEL PLAYER NAME
Jericho
Wood Elf Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === such regions. of the original target and within range of your weapon.

* Hit Points • PHB 90 | Grassland • PHB | Special


You are particularly familiar with one type of natural
* Proficiencies • PHB 90 environment and are adept at traveling and surviving in * Ability Score Improvement • PHB 92
such regions.
* Favored Enemy • PHB 91 * Extra Attack • PHB 92
You have advantage on Survival checks to track your * Fighting Style • PHB 91 You can attack twice whenever you take the Attack
favored enemies, as well as on INT checks to recall You adopt a particular style of fighting as your action on your turn.
information about them. You also learn one language specialty.
of your choice that is spoken by your favored enemies,
if they speak one at all. | Archery • PHB === WOOD ELF RACIAL TRAITS ===
You gain a +2 bonus to attack rolls you make with
| Beasts • PHB ranged weapons. * Darkvision • BR 23
Beasts are nonhumanoid creatures that are a natural You can see in darkness (shades of gray) up to 60 ft.
part of the fantasy ecology. Some of them have * Spellcasting • PHB 91
magical powers, but most are unintelligent and lack You can cast known ranger spells using WIS as your * Keen Senses • BR 23
any society or language. spellcasting modifier (Spell DC 13, Spell Attack +5). You have proficiency in the Perception skill.

| Humanoids • PHB * Ranger Archetype • PHB 92 * Fey Ancestry • BR 23


Humanoids are the main peoples of the world, both You have advantage on saves against being charmed,
civilized and savage, including humans and a | Hunter and magic can’t put you to sleep.
tremendous variety of other species.
* Primeval Awareness • PHB 92 * Trance • BR 23
* Natural Explorer • PHB 91 As an action, you can expend one ranger spell slot (1 You don't need to sleep, but meditate semiconsciously
You have a favored terrain type. Your proficiency minute per level of spell slot) to sense whether any for 4 hours a day. While meditating, you can dream
bonus is doubled for proficient skills when you make aberrations, celestials, dragons, elementals, fey, after a fashion; such dreams are actually mental
an INT or WIS check related to it. While traveling for fiends, or undead are present within 1 mile of you (or exercises that have become reflexive through years of
an hour or more in your chosen terrain, difficult terrain within up to 6 miles if you are in your favored terrain). practice. After resting in this way, you gain the same
doesn’t slow your group’s travel, your group can’t This feature doesn’t reveal the creatures’ location or benefit that a human does from 8 hours of sleep.
become lost except by magical means, you remain number.
alert to danger even when you are engaged in another * Elf Weapon Training • BR 24
activity, you can move stealthily at a normal pace | 1 Action You have proficiency with the longsword, shortsword,
(while alone), you find twice as much food while shortbow, and longbow.
foraging, and while tracking creatures, you learn the * Hunter’s Prey • PHB 93
exact number, sizes, and how long ago they passed You gain an additional attack feature. * Fleet of Foot • BR 24
through the area. Your base walking speed increases to 35 feet.
| Horde Breaker • PHB
| Forest • PHB Once on each of your turns when you make a weapon * Mask of the Wild • BR 24
You are particularly familiar with one type of natural attack, you can make another attack with the same You can attempt to hide even when you are only lightly
environment and are adept at traveling and surviving in weapon against a different creature that is within 5 ft. obscured.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Dagger of Warning 1 1 lb. Amulet of Proof against Detection and Location 1 --

Ironwood Longbow 1 2 lb. Cloak of Elvenkind 1 --

SP 0 Arrows 20 1 lb. Warning 1 3 lb.

Backpack 1 5 lb. Dalish Shortsword 1 2 lb.


EP 0 Clothes, Common 1 3 lb.

Crowbar 1 5 lb.
GP 15 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

96 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

135 lb. Waterskin 1 5 lb. Amulet of Proof against Detection and Location 1 --

PUSH/DRAG/LIFT Breastplate 1 20 lb. Cloak of Elvenkind 1 --

270 lb. Dread Helm 1 -- Warning 1 3 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Ranger 6 Sotticus
CLASS & LEVEL PLAYER NAME
Jericho
Wood Elf Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| Special

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Jericho
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 4 Slots OOOO

O Hunter's Mark <C> Ranger -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 Ext. D: (See Description)*, D: 1h, V

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Alarm Ranger -- 1m 30 ft. V,S,M 8 hours PHB 211 D: 8h, V/S/M

=== 2nd LEVEL === 2 Slots OO

O Silence <C> Ranger -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

You might also like