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Level 9 High Elf Ranger, Drakewarden 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Zerai
Sage Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it
STRENGTH Scale Mail +1 18 were bright light, and in darkness as if it were dim light.

PROFICIENCY BONUS +4 Favored Enemy. You have advantage on Survival checks to track

12
SHIELD
AC your favored enemies, as well as on Intelligence checks to recall
information about them.
Monstrosities.
N
CIE C
Defense (Fighting Style) (1) Humans.
+5 Strength
Y
PROFI

✘ Dwarves.
+1
✘ +8 Dexterity Natural Explorer. When you make an Intelligence or Wisdom check
related to your favored terrain, your proficiency bonus is doubled if
+2 Constitution ARMOR CLASS you are using a skill that you’re proficient in. While traveling for an
DEXTERITY hour or more in your favored terrain, you gain the following
+3 Intelligence benefits:Difficult terrain doesn’t slow your group’s travel.Your group
MAXIMUM HIT DICE TEMPORARY

18
can’t become lost except by magical means.Even when you are
+3 Wisdom engaged in another activity while traveling, you remain alert to
88 9d10 danger.If you are traveling alone, you can move stealthily at a
-1 Charisma normal pace.When you forage, you find twice as much food as you
CONDITIONAL normally would.While tracking other creatures, you also learn their
+4 exact number, their sizes, and how long ago they passed through
the area.
Forest.
CURRENT HIT POINTS Mountain.
CONSTITUTION DEATH SAVING THROWS
Fighting Style.
SAVING THROWS Defense. While you are wearing armor, you gain a +1 bonus to AC.

14 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Primeval Awareness (Action). You can expend one ranger spell slot
to focus your awareness on the region around you.For 1 minute per
Y
PROFI

RT

EXPE
level of the spell slot you expend, you can sense whether the
+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION following types of creatures are present within 1 mile of you (or
+2 ✘ +7 Arcana (Int) Darkvision
within up to 6 miles if you are in your favored terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This feature
doesn’t reveal the creatures’ location or number.
✘ +5 Athletics (Str)
Extra Attack. You can attack twice, instead of once, whenever you
INTELLIGENCE -1 Deception (Cha) take the Attack action on your turn.

16 ✘ +7 History (Int)
+3 Insight (Wis)
Land’s Stride. Moving through nonmagical difficult terrain costs you
no extra movement. You can also pass through nonmagical plants
without being slowed by them and without taking damage from
them if they have thorns, spines, or a similar hazard.You have
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS advantage on saving throws against plants that are magically
+3 +3 Investigation (Int)
created or manipulated to impede movement, such those created
by the entangle spell.
+3 Medicine (Wis) Fey Ancestry. Advantage on saving throws against Drake Companion (Action—1/Long Rest). You can magically
WISDOM
being charmed, and magic can’t put you to sleep. summon the drake. It appears in an unoccupied space of your
+3 Nature (Int) choice within 30 feet of you. The drake is friendly to you and your
companions, and it obeys your commands.

16 ✘ +7 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they In combat, the drake shares your initiative count, but it takes its
meditate deeply, remaining semiconscious, for 4 turn immediately after yours. It can move and use its reaction on its
-1 Performance (Cha) hours a day. own, but the only action it takes on its turn is the Dodge action,
unless you take a bonus action on your turn to command it to take
-1 Persuasion (Cha)
+3 +3 Religion (Int)
another action. That action can be one in its stat block or some
other action. If you are incapacitated, the drake can take any action
of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use
+4 Sleight of Hand (Dex) this feature to summon the drake again, or until you die. Anything
CHARISMA ✘ +8 Stealth (Dex) the drake was wearing or carrying is left behind when the drake
vanishes.

8 ✘ +7 Survival (Wis) You can also expend a spell slot of 1st level or higher to summon
it.
SKILLS
Bond of Fang and Scale. While your drake is summoned, you and
the drake gain the following benefits:
-1 17 PASSIVE PERCEPTION • Drake Mount. You can use the drake as a mount if your size is
Medium or smaller. While you are riding your drake, it can’t use the
flying speed of this feature.
• Resistance. You gain resistance to the damage type chosen for
ADVANTAGE
the drake’s Draconic Essence.

INITIATIVE +4 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dragon's Wrath Longbow (Stirring) 150/600 +9 vs AC 1d8+5 piercing
Ammunition, Heavy, Two-Handed
FEATURES & TRAITS
Shortsword +1 5 ft +9 vs AC 1d6+5 piercing
Finesse, Light

Shortsword +1 5 ft +9 vs AC 1d6+5 piercing Armor Proficiencies. Light Armor, Medium Armor,


Finesse, Light
Shields

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Martial
Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Infernal,


Undercommon, Abyssal, Primordial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Zerai
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Scale Mail +1. You have a bonus to AC while wearing this
Dungeoneer’s Pack 1 10 [Scale Mail +1] 1 45 armor. The bonus is determined by its rarity.
Shield 1 6 [Dragon's Wrath Longbow (Stirring)] 1 2
Shortsword +1 1 2 Dragon's Wrath Longbow (Stirring). This weapon is
Shortsword +1 1 2 decorated with dragon heads, claws, wings, scales, or
Ammunition, +1 20 — Draconic letters. When it steeps in a dragon’s hoard, it
absorbs the energy of the dragon’s breath weapon and
deals damage of that type with its special properties.
Slumbering. Whenever you roll a 20 on your attack roll
with this weapon, each creature of your choice within 5
feet of the target takes 5 damage of the type dealt by
the dragon’s breath weapon.
Stirring. The Stirring weapon has the Slumbering
property. In addition, you gain a +1 bonus to attack and
damage rolls made using the weapon. On a hit, the
weapon deals an extra 1d6 damage of the type dealt by
the dragon’s breath weapon.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

67 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Drake Companion Drake Companion

Drake Companion CREATURE OWNER

Medium dragon, unaligned —


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Draconic Essence. When you summon the drake, choose a
50 damage type: acid, cold, fire, lightning, or poison. The
chosen type determines the drake’s damage immunity and
the damage of its Infused Strikes trait.

Magic Fang. Melee Weapon Attack: +3 plus PB to hit, reach


5 ft., one target. Hit: 1d6 plus PB piercing damage plus 1d6
CURRENT HIT POINTS damage of the type chosen for its Draconic Essence.
DEATH SAVING THROWS
Infused Strikes. When another creature within 30 feet of
the drake that it can see hits with a weapon attack, the
PROFICIENCY INITIATIVE drake infuses the strike with its essence, causing the attack
0 +1 18 to deal an extra 1d6 damage of the type determined by its
Draconic Essence.
SPEED
AC
40 ft., fly 40 ft.
COMPANION
Saving Throws. Dexterity +5, Constitution +6
STRENGTH DEXTERITY CONSTITUTION Damage Immunities. determined by the drake’s Draconic
Essence trait

16 12 15 Senses. darkvision 60 ft., passive Perception 12

Languages. Draconic
+3 +1 +2

INTELLIGENCE WISDOM CHARISMA

8 14 8
-1 +2 -1
CREATURE STATISTICS TRAITS & ACTIONS
Wisdom +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Ranger, Drakewarden

CANTRIPS Thaumaturgy

1ST LEVEL 4 SPELL SLOTS Absorb Elements Cure Wounds


Hunter’s Mark

2ND LEVEL 3 SPELL SLOTS Pass without Trace Spike Growth

3RD LEVEL 2 SPELL SLOTS Plant Growth

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Gust (High Elf)


Gust Thaumaturgy Absorb Elements
Transmutation Cantrip Transmutation Cantrip 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you take acid, cold, fire, lightning, or
thunder damage
RANGE 30 feet RANGE 30 feet RANGE Self
DURATION Instantaneous DURATION Up to 1 minute DURATION 1 round
COMPONENTS V, S COMPONENTS V COMPONENTS S

You seize the air and compel it to create one of the following effects You manifest a minor wonder, a sign of supernatural power, within The spell captures some of the incoming energy, lessening its effect
at a point you can see within range. range. You create one of the following magical effects within range: on you and storing it for your next melee attack. You have resistance
• One Medium or smaller creature that you choose must succeed • Your voice booms up to three times as loud as normal for 1 to the triggering damage type until the start of your next turn. Also,
on a Strength saving throw or be pushed up to 5 feet away from you. minute. the first time you hit with a melee attack on your next turn, the
• You create a small blast of air capable of moving one object that • You cause flames to flicker, brighten, dim, or change color for 1 target takes an extra 1d6 damage of the triggering type, and the spell
is neither held nor carried and that weighs no more than 5 pounds. minute. ends.
The object is pushed up to 10 feet away from you. It isn’t pushed • You cause harmless tremors in the ground for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
with enough force to cause damage. • You create an instantaneous sound that originates from a point level or higher, the extra damage increases by 1d6 for each slot level
• You create a harmless sensory affect using air, such as causing of your choice within range, such as a rumble of thunder, the cry of a above 1st.
leaves to rustle, wind to slam shutters shut, or your clothing to ripple raven, or ominous whispers.
in a breeze. • You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Cantrip (High Elf) Xanathar’s Guide to Everything Draconic Gift (Ranger) Player’s Handbook Spellcasting (Ranger) Xanathar’s Guide to Everything

Cure Wounds Hunter’s Mark Pass without Trace


1st-level evocation 1st-level divination 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 90 feet RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

A creature you touch regains a number of hit points equal to 1d8 + You choose a creature you can see within range and mystically mark A veil of shadows and silence radiates from you, masking you and
your spellcasting ability modifier. This spell has no effect on undead it as your quarry. Until the spell ends, you deal an extra 1d6 damage your companions from detection. For the duration, each creature you
or constructs. to the target whenever you hit it with a weapon attack, and you have choose within 30 feet of you (including you) has a +10 bonus to
At Higher Levels. When you cast this spell using a spell slot of 2nd advantage on any Wisdom (Perception) or Wisdom (Survival) check Dexterity (Stealth) checks and can’t be tracked except by magical
level or higher, the healing increases by 1d8 for each slot level above you make to find it. If the target drops to 0 hit points before this spell means. A creature that receives this bonus leaves behind no tracks or
1st. ends, you can use a bonus action on a subsequent turn of yours to other traces of its passage.
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.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook

Spike Growth Plant Growth


2nd-level transmutation 3rd-level transmutation

CASTING TIME 1 action CASTING TIME 1 action or 8 hours


RANGE 150 feet RANGE 150 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S, M (seven sharp thorns or seven small twigs, each sharpened to COMPONENTS V, S
a point)

The ground in a 20-foot radius centered on a point within range This spell channels vitality into plants within a specific area. There are
twists and sprouts hard spikes and thorns. The area becomes difficult two possible uses for the spell, granting either immediate or long-
terrain for the duration. When a creature moves into or within the term benefits.
area, it takes 2d4 piercing damage for every 5 feet it travels. If you cast this spell using 1 action, choose a point within range. All
The transformation of the ground is camouflaged to look natural. normal plants in a 100-foot radius centered on that point become
Any creature that can’t see the area at the time the spell is case must thick and overgrown. A creature moving through the area must
make a Wisdom (Perception) check against your spell save DC to spend 4 feet of movement for every 1 foot it moves.
recognize the terrain as hazardous before entering it. You can exclude one or more areas of any size within the spell’s
area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in
a half-mile radius centered on a point within range become enriched
for 1 year. The plants yield twice the normal amount of food when
harvested.

Spellcasting (Ranger) Player’s Handbook Spellcasting (Ranger) Player’s Handbook


Dungeoneer’s Pack Shield Scale Mail +1
Equipment Packs Armor Armor

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 A shield is made from wood or metal and is carried in one You have a bonus to AC while wearing this armor. The
torches, a tinderbox, 10 days of rations, and a waterskin. hand. Wielding a shield increases your Armor Class by 2. bonus is determined by its rarity.
The pack also has 50 feet of hempen rope strapped to the You can benefit from only one shield at a time.
side of it.

10 lbs. Player’s Handbook 6 lb. Player’s Handbook 45 lb. Dungeon Master’s Guide

Dragon's Wrath Longbow (Stirring) Shortsword +1 Shortsword +1


Weapons Weapons Weapons

This weapon is decorated with dragon heads, claws, wings, You have a +1 bonus to attack and damage rolls made with You have a +1 bonus to attack and damage rolls made with
scales, or Draconic letters. When it steeps in a dragon’s this magic weapon. this magic weapon.
hoard, it absorbs the energy of the dragon’s breath weapon
and deals damage of that type with its special properties.
Slumbering. Whenever you roll a 20 on your attack roll
with this weapon, each creature of your choice within 5
feet of the target takes 5 damage of the type dealt by the
dragon’s breath weapon.
Stirring. The Stirring weapon has the Slumbering
property. In addition, you gain a +1 bonus to attack and
damage rolls made using the weapon. On a hit, the weapon
deals an extra 1d6 damage of the type dealt by the
dragon’s breath weapon.

2 lb. Fizban's Treasury of Dragons 2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide

Ammunition, +1
Ammunition

You have a bonus to attack and damage rolls made with


this piece of magic ammunition. The bonus is determined
by the rarity of the ammunition. Once it hits a target, the
ammunition is no longer magical.

Dungeon Master’s Guide

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