Tabaxi Ranger

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Ranger 3, Rogue 2 Outlander Rocky D

CLASS & LEVEL BACKGROUND PLAYER NAME


Kitan the shunned
Tabaxi Chaotic Neutral 10150/14000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I’m always picking things up, absently
17 +5 30 fiddling with them, and sometimes
17 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
accidentally breaking them.

+3 PERSONALITY TRAITS

Hit Point Maximum 45


● +6 Strength
DEXTERITY I will burn your kingdom down if

20
● +8 Dexterity
+1 Constitution
18 you try to conquer me and mine.
CURRENT HIT POINTS IDEALS
+1 Intelligence
+5 +4 Wisdom
I will bring terrible wrath down on the
-1 Charisma
evildoers who destroyed my homeland.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12
+5 Acrobatics (Dex) Total 3d10, 2d8 SUCCESSES Don’t expect me to save those who can’t
+1 +7 Animal Handling (Wis) save themselves. It is nature’s way that the

5 FAILURES
strong thrive and the weak perish.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +6 Athletics (Str)

13 -1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Longbow +10 1d8 +Dex +RangedWoodcarvers


Prof./ Piercingtools
+1 ● +7 Insight (Wis) Herbalism kit
-1a Intimidation (Cha) Flaming Scimitar (A) +8 2d6 + Dex (Slashing / Fire)
Mess Kit
WISDOM ● +4 Investigation (Int) Healing Potion
+3 Elven Thinblade (A) +9 1d8 +1d6 +3 +Dex (Piercing / Fire)
+4 Medicine (Wis) Travelers Clothes
18 +1 Nature (Int) Head-Cannon +10 1d6 +Dex +2 *Bagpipes
● 10 Perception (Wis) 20 uses increasing +1d4 Piercing x Backpack
+4
-1 Performance (Cha)
misfire with each use. +1d4 Fire if lit. Hammer
-1d Persuasion (Cha) Pitons (9)
CHARISMA Claws +8 (+6 oh) 1d4 + Str Sl
+1 Religion (Int) Torches (8)
8 ● +8 Sleight of Hand (Dex) +2 Shield Tinderbox
Rations (10 days)
● 11 Stealth (Dex)
-1
Deadly Waterskin
● +7 Survival (Wis)
Silk Rope (40')
SKILLS ATTACKS & SPELLCASTING 2 Nets
Hunting Trap
+20 PASSIVE WISDOM (PERCEPTION) Arrows - 16
CP 27 Crowbar (advantage
Heads - 9
on strength checks) Fangs Head - Zeal panther
Common, Orcish, Elvish, Theives' cant. SP 500 Bitey Sword
*Thieves tools
Light / Medium Armor & Shields Studed Leather 2 Daggers
Simple / Martial Weapons EP
Armor (12 AC) 2 Short Swords
Expertise on Stealth and Perception (2x Proficiency Hand Crossbow
Bonus) GP 500 Herbalists amulet of Quiver
Darkvision. 60'
the huntsman. (A) 35 Healing potions
Feline Agility (0 then free dash, 20' climb speed)
Sneak Attack.
PP 100 1 Greater healing
Favored enemies - Humanoids (+2 damage, adv. on Ring of Billowing
tracking, [srv.] adv. on intel. checks)
Favored terrain - Forest (Adv. Int/Wiz Checks)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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35 5' 5" 135 lbs
AGE HEIGHT WEIGHT
Kitan the shunned
Bright Blue Black Fur Grey Sploches
CHARACTER NAME EYES SKIN HAIR

Thoramir - Weller's Character


The Thin Ape. - Bar NAME
Riddle of the Rat - Thieves Guild

The black rose - Rival Guild


Arouver - Dead Leader of RotR in plauge corner.
Assaf - RotR ally
Philip - ROTR ally
Rinay Bulge - The Rats nest

Anali
Zaroth

The Black Rose - rival guild


The old folk - black rose - destroyed
The butchers abandon - destroyed
Lord Thompson - Burned mangled Barracks
Brice Redstream - priest at the temple of the
traveling light. SYMBOL
Sir Asher Chauncer -

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Feline Agility. Your reflexes and agility


Excellent memory for maps and geography, and
can always recall the general layout of terrain,
allow you to move with a burst of speed.
settlements, and other features around me. In When you move on your tum in combat,
addition, I can find food and fresh water for myself you can double your speed until the end
and up to five other people each day, provided that
the land offers berries, small game, water, and so
of the tum. Once you use this trait, you
forth. can't use it again until you move 0 feet on
one of your turns.
Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action when Cat's Claws. Because of your claws, you
attacked. This grants you the following benefits: have a climb-speed of 20 feet. In addition,
• You ignore difficult terrain.
• You have advantage on initiative rolls.
your claws are natural weapons, which
• On your first turn during combat, you have you can use to make unarmed strikes.
advantage on attack rolls against creatures that
have not yet acted.
You have advantage on Wisdom
In addition, you are skilled at navigating the (Survival) checks to track your favored
wilderness. You gain the following benefits when enemies (Humans and Tabaxi), as well
traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s travel. as on Intelligence Checks to recall
• Your group can’t become lost except by magical information about them.
means.
• Even when you are engaged in another activity ADDITIONAL FEATURES & TRAITS
while traveling (such as foraging, navigating, or
tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily
at a normal pace. 1,250 Pieces of Jewelery worth 1,020 Platnum
• When you forage, you find twice as much food as
you normally would. 100 Gold Pieces.
• While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
10,015 Gold Pieces
passed through the area. 567 Jewells worth 100 Gold
Choose a type of favored enemy: beasts, fey, Pieces 65,495 Silver Pieces
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
3 Large blood colored rubys 48 bags of 20 platinum
to track your favored enemies, as well as on
Intelligence checks to recall information about
them. 3 Healing Potions

CHARACTER BACKSTORY TREASURE

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6 Wish List


Conjure Animals Efficient Quiver
Conjure Barrage Healer's kit
Daylight
Lightning Arrow
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
SPELL Water Breathing
LEVEL
SLOTS TOTAL SLOTS EXPENDED Water Walk
1 3 Wind Wall
7 Feats
EPAR
SPELL NAME Healer
ED
PR

Animal Friendship Linguist


● Cure Wounds 4 Lucky
Detect Magic Mage Slayer
Detect Poison and Disease Conjure Woodland Beings Mobile
● Ensnaring Strike Freedom of Movement Observant
SPELLS KNOWN

Fog Cloud Grasping Vine Sharpshooter


Goodberry Locate Creature Sentinel
Hail of Thorns Stoneskin Shield Master
● Hunters Mark
Jump
8
Longstrider
Speak with Animals Skilled
Menacing
2 Anatomy Expert
Grit
Animal Messenger Intuitive
Barkskin Hunter
Beast Sense 5 Mystical Archer
Cordon of arrows
Darkvision Commune with Nature 9
Find Traps Conjure Volley
Lesser Restoration Swift Quiver
Locate animals or plants Tree Stride
Locate Object
Pass Without Trace
Protection from Poison
Silence
Spike Growth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spell Descriptions
Hunter's Mark - 1 Fog Cloud - 1 Find Traps - 2
You choose a creature you can see within range You create a 20-foot-radius Sphere of fog centered You sense the presence of any trap within range that is
and mystically mark it as your quarry. Until the on a point within range. The Sphere spreads around within line of sight. A trap, for the purpose of this spell,
spell ends, you deal an extra 1d6 damage to the corners, and its area is heavily obscured. It lasts for includes anything that would inflict a sudden or
target whenever you hit it with a weapon Attack, unexpected effect you consider harmful or undesirable,
the Duration or until a wind of moderate or greater which was specifically intended as such by its creator.
and you have advantage on any Wisdom speed (at least 10 miles per hour) disperses it. Thus, the spell would sense an area affected by the alarm
(Perception) or Wisdom (Survival) check you At Higher Levels: When you cast this spell using a spell, a Glyph of Warding, or a mechanical pit trap, but it
make to find it. If the target drops to 0 hit points spell slot of 2nd level or higher, the radius of the fog would not reveal a natural weakness in the floor, an
before this spell ends, you can use a Bonus increases by 20 feet for each slot level above 1st. unstable ceiling, or a hidden sinkhole.
Action on a subsequent turn of yours to mark a Casting Time - 1 action This spell merely reveals that a trap is present. You don't
new creature. Components - V S learn the location of each trap, but you do learn the
At Higher Levels. When you cast this spell using Concentration - Yes general nature of the danger posed by a trap you sense.
a spell slot of 3rd or 4th level, you can maintain Duration - Up to 1 hour Casting Time - 1 action
your Concentration on the spell for up to 8 hours. Components - V S
Range - 120 ft
When you use a spell slot of 5th level or higher, Duration - Instantaneous
School - Conjuration Range - 120 ft
you can maintain your Concentration on the spell
for up to 24 hours. School - Divination
Casting Time - 1 bonus action
Animal Friendship - 1
Classes - Ranger This spell lets you convince a beast that you mean Pass without Trace - 2
Concentration - YES it no harm. Choose a beast that you can see within A veil of shadows and Silence radiates from you, masking
range. It must see and hear you. If the beast's you and your companions from detection. For the
Duration - Concentration, up to 1 hour
Intelligence is 4 or higher, the spell fails. Otherwise, Duration, each creature you choose within 30 feet of you
Range - 90 ft (including you) has a +10 bonus to Dexterity (Stealth)
School - Divination the beast must succeed on a Wisdom saving throw
checks and can't be tracked except by magical means. A
or be Charmed by you for the spell's Duration. If you
creature that receives this bonus leaves behind no tracks
Cure Wounds - 1 or one of your companions harms the target, the or other traces of its passage.
A creature you touch regains a number of hit Spells ends. Casting Time - 1 action
points equal to 1d8 + your spellcasting ability At Higher Levels: When you cast this spell using a Components - V S M
modifier. This spell has no effect on Undead or spell slot of 2nd level or higher, you can affect one Concentration - Yes
constructs. additional beast level above 1st. Duration - Up to 1 hour
At Higher Levels: When you cast this spell using Casting Time - 1 action Material - Ashes from a burned leaf of mistletoe and a
a spell slot of 2nd level or higher, the Healing Components - V S M sprig of spruce
increases by 1d8 for each slot level above 1st. Duration - 24 hours Range - Self
Add Casting Modifier - Yes Material - a morsel of food School - Abjuration
Casting Time - 1 action Range - 30 ft Spike Growth - 2
Components - V S Save - Wisdom The ground in a 20-foot radius centered on a point within
Duration - Instantaneous School - Enchantment range twists and sprouts hard spikes and thorns. The
Healing - 1d8 area becomes difficult terrain for the Duration. When a
Higher Spell Slot X 1d8 Ensnaring Strike - 1 creature moves into or within the area, it takes 2d4
Range - Touch The next time you hit a creature with a weapon piercing damage for every 5 feet it travels.
School - Evocation. attack before this spell ends, a writhing mass of The transformation of the ground is camouflaged to look
thorny vines appears at the point of impact, and the natural. Any creature that can't see the area at the time
Speak with Animals - 1 target must succeed on a Strength saving throw or the spell is cast must make a Wisdom (Perception) check
You gain the ability to comprehend and verbally against your spell save DC to recognize the terrain as
be restrained by the magical vines until the spell
communicate with Beasts for the Duration. The hazardous before entering it.
ends. A Large or larger creature has advantage on Casting Time - 1 action
knowledge and awareness of many Beasts is
this saving throw. If the target succeeds on the Components - V S M
limited by their Intelligence, but at minimum,
save, the vines shrivel away. Concentration - Yes
Beasts can give you information about nearby
While restrained by this spell, the target takes 1d6 Duration - Up to 10 minutes
locations and Monsters, including whatever they
can perceive or have perceived within the past
piercing damage at the start of each of its turns. A Material - Seven sharp thorns or seven small twigs, each
creature restrained by the vines or one that can sharpened to a point
day. You might be able to persuade a beast to Range - 150 ft
perform a small favor for you, at the DM's touch a creature can use its action to make a
Strength check against your spell save DC. On a School - Transmutation
discretion.
Casting Time - 1 action success, the target is freed.
Cordon of Arrows - 2
Components - V S At Higher Levels. If you cast this spell using a spell You plant four pieces of non-magical ammunition - arrows
Duration - 10 minutes slot of 2nd level or higher, the damage increases by or crossbow bolts - in the ground within range and lay
Range - Self 1d6 for each slot level above 1st. magic upon them to protect an area. Until the spell ends,
Ritual - Yes Casting Time - 1 bonus action whenever a creature other than you comes within 30 feet
School - Divination Components - V of the ammunition for the first time on a turn or ends its
Duration - 1 minute, concentration turn there, one piece of ammunition flies up to strike it.
Longstrider - 1 Range - Self The creature must succeed on a Dexterity saving throw or
You touch a creature. The target's speed School - Transmutation take 1d6 piercing damage. The piece of ammunition is
increases by 10 feet until the spell ends. then destroyed. The spell ends when no ammunition
remains.
At Higher Levels: When you cast this spell using Jump - 1 When you cast this spell, you can designate any creature
a spell slot of 2nd level or higher, you can target You touch a creature. The creature's jump distance you choose, and the spell ignores them.
one additional creature for each slot level above is tripled until the spell ends. At higher levels. When you cast this spell using a spell
1st. Casting Time - 1 action slot of 3rd or higher, the amount of ammunition that can
Casting Time - 1 action Components - V S M be affected increases by two for each slot level above
Components - V S M Duration - 1 minute 2nd.
Duration - 1 hour Material - A grasshopper's hind leg Casting Time - 1 action
Material - A pinch of dirt Range - Touch Duration - 8 hours
Range - Touch School - Transmutation Material - V, S, M (four or more arrows or bolts)
School - Transmutation Range - 5 ft
School - Transmutation
Backstory
Hunting trap - When you use your Sneak Attack Porthclaw - Capital city of the Tabaxi
action to set it, this trap forms a You know how to strike subtly and
saw-toothed steel ring that snaps shut Blanda woods
exploit a foe's distraction. Once per
when a creature steps on a pressure turn, you can deal an extra 1d6
plate in the center. The trap is affixed Kelvor
damage to one creature you hit with
by a heavy chain to an immobile
object, such as a tree or a spike driven an Attack if you have advantage on
the Attack roll. The Attack must use Inquisitive Rogue
into the ground. A creature that steps
on the plate must succeed on a DC 13 a Finesse or a ranged weapon. Ear for Deceit
Dexterity saving throw or take 1d4 When you choose this archetype at 3rd
piercing damage and stop moving. You don't need advantage on the level, you develop a talent for picking out
Thereafter, until the creature breaks Attack roll if another enemy of the lies. Whenever you make a Wisdom
free of the trap, its Movement is limited target is within 5 feet of it, that (Insight) check to determine whether a
by the length of the chain (typically 3 creature is lying, treat a roll of 7 or lower
enemy isn't Incapacitated, and you
feet long). A creature can use its action on the d20 as an 8.
don't have disadvantage on the
to make a DC 13 Strength check,
Attack roll. Eye for Detail
freeing itself or another creature within
its reach on a success. Each failed Starting at 3rd level, you can use a bonus
The amount of the extra damage action to make a Wisdom (Perception)
check deals 1 piercing damage to the
increases as you gain levels in this check to spot a hidden creature or object
trapped creature. or to make an Intelligence (Investigation)
class, as shown in the Sneak check to uncover or decipher clues.
Mess kit - This tin box contains a cup Attack column of the Rogue table.
and simple cutlery. The box clamps Insightful Fighting
together, and one side can be used as At 3rd level, you gain the ability to
a cooking pan and the other as a plate decipher an opponent’s tactics and
or shallow bowl. develop a counter to them. As a bonus
action, you can make a Wisdom (Insight)
Rope - whether made of hemp or silk, check against a creature you can see that
has 2 hit points and can be burst with a isn’t incapacitated, contested by the
DC 17 Strength check. target’s Charisma (Deception) check. If
you succeed, you can use your Sneak
Attack against that target even if you don’t
Herbalists amulet of the huntsman -
have advantage on the attack roll, but not
Grants advantage vs effects that cause if you have disadvantage on it.
the poisoned condition. This benefit lasts for 1 minute or until you
One time per day you get advantage successfully use this feature against a
on a survival check. different target.

The Head Cannon - Scout Rogue -


Damage - 1d6 Survivalist
Damage Type - Blundgening When you choose this archetype at 3rd
1d4 if animated head level, you gain proficiency in the Nature
1d4 if on fire. and Survival skills. Your proficiency bonus
Item Type - Ranged Weapon is doubled for any ability check you make
that uses either of those proficiencies.
Properties - Heavy, Loading, Range,
Two-Handed Skirmisher
Range - 30/60 Starting at 3rd level, you are difficult to pin
20 Uses before breaking, each use down during a fight. You can move up to
increases the likelihood of misfire, on half your speed as a reaction when an
fire counts as 2. enemy ends its turn within 5 feet of you.
Weight - 18 This movement doesn’t provoke
opportunity attacks.

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