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Ranger (4) Outlander John

CLASS & LEVEL BACKGROUND PLAYER NAME


Aelar Tarkata Elf/Wood Elf Chaotic Good 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I’m driven by a wanderlust that led me away
14 +3 35 from home.

+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I’m always picking things up, absently fiddling
with them, and sometimes accidentally breaking
them.
12 PERSONALITY TRAITS

Hit Point Maximum 24



+3 Strength
DEXTERITY It is each person’s responsibility to

+5 Dexterity make the most happiness for the

+3 -1 Constitution
0 Intelligence
CURRENT HIT POINTS
whole tribe.
IDEALS

17 +3 Wisdom
+2 Charisma
My family, clan, or tribe is the most
important thing in my life, even when
CONSTITUTION SAVING THROWS they are far from me.
TEMPORARY HIT POINTS BONDS

-1 +3 Acrobatics (Dex) Total 4d10 SUCCESSES


I am too enamored of ale,
8 +3 Animal Handling (Wis) FAILURES wine, and other intoxicants.
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+3 Athletics (Str)

0 +2 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE

10 +3 Insight (Wis)
Longbow +7 1d8 + 3 piercing
Darkvision: 60 ft.
WISDOM
+2 Intimidation (Cha)
0 Investigation (Int)
Shortsword +5 1d6 + 3 piercing
Immunities:
+3 Medicine (Wis) magical-sleep
+3 0 Nature (Int)

+5 Perception (Wis)
16
+2 Performance (Cha) (additional
CHARISMA
+2 Persuasion (Cha)
0 Religion (Int)
features & traits
+2 +3 Sleight of Hand (Dex) on last page)

+5 Stealth (Dex)
14 ●
+5 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


Arrow (30); Leather
CP
20 (1); Quiver (1);
Tool Proficiencies: Lute
SP Waterskin (1);
Bedroll (1); Rations
Weapon Proficiencies: Martial; EP (1 day) (10); Rope,
Simple hempen (1);
GP Tinderbox (1); Mess
Armor Proficiencies: Light; kit (1); Backpack
Medium; Shields
PP (1); Torch (10); Lute
Language Proficiencies: (1)
Common; Dwarvish; Elvish;
Giant; Goblin
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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37 5'7 126
AGE HEIGHT WEIGHT
Aelar Tarkata Green Copper Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

Animal Friendship

Fog Cloud
4
Speak with Animals
SPELLS KNOWN

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.

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

Colossus Slayer. Deal an extra d8 damage when you hit a creature


that is below its HP max with a weapon attack (use once/turn).

Favored Enemy. You have advantage on survival checks to track


lizardfolk and goblin creatures and on INT checks to recall info
about them.

Fey Ancestry. Advantage on charmed saves and immune to sleep


magic.

Mask of the Wild. You can attempt to hide even when


you are only lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.

Natural Explorer. Your favored terrain type is forest. Related to the


terrain type: 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.

Trance. Trance 4 hrs. instead of sleep 8.

Wanderer. You have an excellent memory for maps and


geography, and you can always recall the general layout of terrain,
settlements, and other features around you. In addition, you can
find food and fresh water for yourself and up to five other people
each day, provided that the land offers berries, small game, water,
and so forth.
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Level-1 enchantment Level-1 conjuration Level-1 divination


Animal Friendship Fog Cloud Speak with Animals
1 act. 30 Feet V,S,M 24 Hours 1 act. 120 ft V,S Conc, 1 hr 1 act. Self V,S 10 mins
Choose a beast that you can see within range. You create a 20-foot-radius sphere of fog You gain the ability to comprehend and
It must see and hear you. If the beast's centered on a point within range. The sphere verbally communicate with beasts for the
Intelligence is 4 or higher, the spell fails. spreads around corners, and its area is heavily duration. The knowledge and awareness of
Otherwise, the beast must succeed on a obscured. It lasts for the duration or until a many beasts is limited by their intelligence,
Wisdom saving throw or be charmed by you wind of moderate or greater speed (at least 10 but at minimum, beasts can give you
for the spell's duration. If you or one of your miles per hour) disperses it. At Higher Levels. information about nearby locations and
companions harms the target, the spell ends. When you cast this spell using a spell slot of monsters, including whatever they can
At Higher Levels: You can affect one additional 2nd level or higher, the radius of the fog perceive or have perceived within the past
beast for each slot level above 1st. increases by 20 feet for each slot level above day. You might be able to persuade a beast to
1st. perform a small favor for you, at the GM's
discretion.

Ranger DC 13 Mod +5 Ranger DC 13 Mod +5 Ranger DC 13 Mod +5


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