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Level 3 Ranger Outlander Jack

CLASS & LEVEL BACKGROUND PLAYER NAME


Goshok Trokxixl
Lizardfolk Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +4 30ft
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 31


+3 Strength
DEXTERITY

+4
● +6

+2
Dexterity
Constitution
31
CURRENT HIT POINTS IDEALS
+1 Intelligence

18 +3 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
+6 Acrobatics (Dex) Total 3d10 SUCCESSES
14 Animal Handling (Wis)
+3
1d10 FAILURES
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

+1 +1

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Favored Enemy
You have advantage on Survival checks to track your favored enemies, as well as on INT

Spear 5ft +3 1d6+1 pierce checks to recall information about them. You also learn one language of your choice that is
spoken by your favored enemies, if they speak one at all.
12 +3 Insight (Wis)
Beasts
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of
+1 Intimidation (Cha) Longbow 150ft +8 1d8+4 pierce them have magical powers, but most are unintelligent and lack any society or language.

Natural Explorer
WISDOM +1 Investigation (Int) You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when
you make an INT or WIS check related to it. While traveling for an hour or more in your
Bite 5ft +3 1d6+1 slash chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t
+3 Medicine (Wis)
+3
become lost except by magical means, you remain alert to danger even when you are
engaged in another activity, you can move stealthily at a normal pace (while alone), you
find twice as much food while foraging, and while tracking creatures, you learn the exact
● +3 Nature (Int) Club 5ft +3 1d4+1 number, sizes, and how long ago they passed through the area.

Swamp
● +5 Perception (Wis) You are particularly familiar with one type of natural environment and are adept at traveling
16 and surviving in such regions.

+1 Performance (Cha) Fighting Style


You adopt a particular style of fighting as your specialty.

+1 Persuasion (Cha) Archery


CHARISMA You gain a +2 bonus to attack rolls you make with ranged weapons.

+1 Religion (Int) Spellcasting

+1
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 13,
Spell Attack +5).
+4 Sleight of Hand (Dex) Ranger Archetype
Hunter
+4 Stealth (Dex) Primeval Awareness
12 ● +5 Survival (Wis)
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to
sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are
present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This
feature doesn’t reveal the creatures’ location or number.

SKILLS ATTACKS & SPELLCASTING Primeval Awareness: 1 Action


Hunter's Prey
You gain an additional attack feature.

Colossus Slayer

15 PASSIVE WISDOM (PERCEPTION)


Once per turn, when you hit a creature with a weapon attack, the creature takes an extra
1d8 damage if it’s below its HP maximum.
CP

ToolsARMOR SP

Light Armor, Medium Armor, Shields


WEAPONS EP
Martial Weapons, Simple Weapons
TOOLS
GP
Herbalism Kit, Leatherworker's Tools
LANGUAGES
Common, Draconic, Goblin, PP

Lizardfolk.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
30 6'2ft
AGE HEIGHT WEIGHT
Goshok Trokxixl
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score
by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength
modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the
attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a
number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can
use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as
normal while you use your natural armor.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice:
Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate
for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a
campaign.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger +3 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Zephyr Strike

Cure Wounds
4
SPELLS KNOWN

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

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