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Ranger/Hunter 1 Far Traveler Laura

class & level BackgrouNd Player Name


Acer
Elf/Wood Elf Lawful Evil 0
character Name race aligNmeNt exPerieNce PoiNts

inspiratiOn
strEngth Curious Loyal
15 +3 35
14 armOr
class
+2 prOficiEncy bOnus initiativE spEEd

+2 PersoNality traits

hit Point maximum 10


+4 strength
dExtErity * +5 dexterity
Freedom-- Chains were meant to be
broken, as are those who would forge

17
* 0 constitution
them.
currEnt hit pOints ideals
0 intelligence
+3 +2 Wisdom
The High Forest and its denizens (or
0 charisma any truly old or untouched places)
cOnstitutiOn saving thrOws
tEmpOrary hit pOints BoNds
10
+3 acrobatics (dex) total successes Unforgiving
0 +4 animal handling (Wis)
* 0 arcana (int) hit dice
Failures

death saves FlaWs


intElligEncE +2 athletics (str)
0 deception (cha)
10 Name atk BoNus damage/tyPe Fighting Style: Archery. You gain a +2 bonus to attack rolls
0 history (int) you make with ranged weapons.
Dagger +5 1d4 +3 piercing
0 +4 insight (Wis)
* 0 intimidation (cha) Longbow +5 1d8 +3 piercing
Fey Ancestry. You have advantage on saving throws against
being charmed and magic can't put you to sleep

0 investigation (int) Trance. Elves don't need to sleep. Instead, they meditate
wisdOm
deeply, remaining semiconscious, for 4 hours a day. (The
+2 medicine (Wis) Common word for such meditation is 'trance.') While
14 0 Nature (int)
meditating, you can dream after a fashion; such dreams are
actually mental exercises that have become re exive through
years of practice. After resting in this way, you gain the
+4 Perception (Wis)
+2 * 0 Performance (cha)
same bene t that a human does from 8 hours of sleep.

Darkvision. Accustomed to twilit forests and the night sky,


you have superior vision in dark and dim conditions. You
0 Persuasion (cha) can see in dim light within 60 feet of you as if it were
charisma
bright light, and in darkness as if it were dim light. You
0 religion (int) can't discern color in darkness, only shades of gray.
10 +3 sleight of hand (dex) Mask of the Wild. See the Players Handbook for details.
+5 stealth (dex)
0 * +4 survival (Wis)
Natural Explorer. You are particularly familiar with one
type of natural environment and are adept at traveling and
* skills attacks & spEllcasting
surviving in such regions. Choose one type of favored
terrain: arctic, coast, desert, forest, grassland,
mountain, or swamp. When you make an Intelligence or
Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that
you're proficient in. While traveling for an hour or more
14 Passive Wisdom (PercePtioN)
cP in your favored terrain, you gain the following benefits:
* Difficult terrain doesn't slow your group's travel. *
Your group can't become lost except by magical means. *
Even when you are engaged in another activity while
Languages.Elvish, Common sP traveling (such as foraging, navigating, or tracking), you
remain alert to danger. * If you are traveling alone, you
Weapon.Simple, Martial, Longsword, Shortsword, can move stealthily at a normal pace. * When you forage,
Shortbow, Longbow you find twice as much food as you normally would. * While
eP
tracking other creatures, you also learn their exact
Armor. Light, Medium number, their sizes, and how long ago they passed through
the area. You choose additional favored terrain types at
Tools. Flute, Land gP 6th and 10th level.

PP

OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
78 years 5'5" 138 lbs.
AGE HEIGHT WEIGHT
Acer
character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

Acer left her home in Earlann half a century ago,


following a day behind the human slavers who had
taken her family and community, founded, perhaps,
too close to the edge of the domain's relative
safety. Surviving on her own in the forest, and
then in the hills, and then in the pastures and
fields, Acer followed them to the gates of a
walled city. Alarmed by the size, the noise, the
chaos, and not trusting her ability to infiltrate
through stealth or blend in through guile, Acer
gave up her chase, but vowed to return for her
family one day. Unwilling to return to the High
Forest alone, Acer has spent the decades honing
her skills, searching for signs of her family's
whereabouts or that they still live, and making
friends and allies that she may one day call on,
just as they can call on her.

additional features & traits

character backstory treasure

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wis 12 +4
Spellcasting spell save dc spell attack
spellcasting ability bonus
class

0 cantrips 3 6

Spell
Level
slots total slots expended

1 2 7
epar
spell name
ed
pr

4
spells known

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

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