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Ranger Tomb Guardian Rebecca

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf CG
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I can stare down a hell hound without flinching.
15 +3* 7
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I face problems head-on. A simple, direct
solution is the best path to success.

10 PERSONALITY TRAITS

Hit Point Maximum


● +2
Strength
DEXTERITY Greater Good. Our lot is to lay down our

+5
Dexterity lives in defense of others.

+3 +1
Constitution
CURRENT HIT POINTS IDEALS
+1
Intelligence
16 +2
Wisdom
My honor is my life.
+2
Charisma
CONSTITUTION
I fight for those who cannot fight for themselves.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 ☐☐☐
+3
Acrobatics (Dex) Total SUCCESSES I made a terrible mistake in battle that cost
12 many lives—and I would do anything to keep
+2
Animal Handling (Wis) 1d10 FAILURES
that mistake secret.
+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+2
Athletics (Str)

+1

+2

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favored Enemy
Shortsword +5 1d6+3 Slashing
You gain a +2 bonus to damage rolls with
12 ●
+4
Insight (Wis)
weapon attacks against .
+2
Intimidation (Cha) Shortsword +5 1d6+3 Slashing Additionally, you have advantage on
WISDOM ●
+3
Investigation (Int) Wisdom (Survival) checks to track your
Longbow +5 1d8+3 Piercing favored enemies, as well as on Intelligence
+2
Medicine (Wis)
+2 +1
Nature (Int) Spellcasting
checks to recall information about them.
When you gain this feature, you also learn
1 ☐☐☐ one language of your choice.

+4
Perception (Wis)
14
+2
Performance (Cha) Natural Explorer
+2
Persuasion (Cha) • You ignore difficult terrain.
CHARISMA • You have advantage on initiative rolls.
+1
Religion (Int) • On your first turn during combat, you have
+2 +3
Sleight of Hand (Dex) Two-Weapon Fighting: When you engage in advantage on attack rolls against creatures
that have not yet acted.
two-weapon fighting, you can add your

+5
Stealth (Dex)
14 ability modifier to the damage of the second • You gain the following benefits when

+4
Survival (Wis) attack. traveling for an hour or more:
• Difficult terrain doesn't slow your group's
SKILLS ATTACKS & SPELLCASTING travel.
• Your group can't become lost except by
magical means.
14 PASSIVE WISDOM (PERCEPTION) Leather armor
• Even when you are engaged in another
CP two shortswords
longbow and a quiver of 20 arrows, activity while traveling, you remain alert to
a horn with which to summon help, a danger.
SP set of manacles, and a pouch. • If you are traveling alone, you can move
Keen Senses: Perception skill.
Backpack, a Bedroll, a Mess kit, a stealthily at a normal pace.
Armor: Light armor, medium armor, Tinderbox, 10 torches, 10 days of • When you forage, you find twice as much
EP
shields Rations, and a Waterskin. 50 feet of food as you normally would.
Hempen rope strapped to the side of it. • While tracking other creatures, you also
learn their exact number, their sizes, and
Weapons: Simple weapons, martial GP 10 Cloak of Elvenkind
While you wear this cloak with its hood how long ago they passed through the area.
weapons.
up, Wisdom (Perception) checks made
PP to see you have disadvantage. and you Mask of the Wild: You can attempt to hide
have advantage on Dexterity (Stealth)
checks made to hide, as the cloak's
even when you are only lightly obscured by
color shifts to camouflage you. Pulling foliage, heavy rain, falling snow, mist, and
the hood up or down requires an other natural phenomena.
action.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Wolf (Medium beast)


Armor Class 15 Hit Points 11(2d8+ 2) Speed 8 NAME
STR 12 (+1) DEX 15 (+2) CON 12 (+1)
INT 3 (-4) WIS 12 (+1) CHA 6 (-2)

Proficient with all saving throws


Skills Perception +3, Stealth +4
Senses passive Perception 13

Keen Hearing and Smell..The wolf has advantage


on Wisdom (Perception) checks that rely on
hearing or smell.

Pack Tactics.The wolf has advantage on attack


rolls against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally
isn't incapacitated.

Actions SYMBOL
Bite Attack: +4 to hit, reach 5 ft., one target. Hit:
2d4+2 piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw
or be knocked prone.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Primeval Awareness Animal Companion


Greycloaks of Evereska You have an innate ability to communicate with •With 8 hours of work and the expenditure of 50 gp worth
beasts, and they recognize you as a kindred spirit. of rare herbs and fine food, you call forth an animal from
Through sounds and gestures, you can communicate the wilderness to serve as your faithful companion. You
Watcher's Eye can have only one animal companion at a time.
simple ideas to a beast as an action, and can read its
Your experience in enforcing the law, and basic mood and intent. You learn its emotional state, •If your animal companion is ever slain, the magical
dealing with lawbreakers, gives you a feel for whether it is affected by magic of any sort, its bond you share allows you to return it to life. With 8
local laws and criminals. You can easily find the short-term needs (such as food or safety), and actions hours of work and the expenditure of 25 gp worth of rare
local outpost of the watch or a similar you can take (if any) to persuade it to not attack. You herbs and fine food, you call forth your companion's
organization, and just as easily pick out the dens cannot use this ability against a creature that you have spirit and use your magic to create a new body for it.
of criminal activity in a community, although attacked within the past 10 minutes. You can return an animal companion to life in this
manner even if you do not possess any part of its body.
you're more likely to be welcome in the former
locations rather than the latter. Additionally, you can attune your senses to determine
Companion's Bond
if any of your favored enemies lurk nearby. By
•The companion obeys your commands as best it can. It
spending 1 uninterrupted minute in concentration (as if rolls for initiative like any other creature, but you
you were concentrating on a spell), you can sense determine its actions, decisions, attitudes, and so on. If
whether any of your favored enemies are present you are incapacitated or absent, your companion acts on
within 5 miles of you. This feature reveals which of its own.
your favored enemies are present, their numbers, and •When using your Natural Explorer feature, you and your
the creatures' general direction and distance (in miles) animal companion can both move stealthily at a normal
from you. If there are multiple groups of your favored pace.
enemies within range, you learn this information for •Your animal companion gains the benefits of your
each group. Favored Enemy feature.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wis14 12 +4
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

4
SPELLS KNOWN

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

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