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Ranger 1 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Human Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30 feet I have a lesson for every
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
situation, drawn from
observing nature.
9 PERSONALITY TRAITS

Hit Point Maximum 10


● +1 Strength
DEXTERITY Nature. The natural world is more
● +5 Dexterity important than all the constructs of

+3 +4 Constitution
0 Intelligence
CURRENT HIT POINTS
civilization.
IDEALS

16 +2 Wisdom
-1 Charisma
An injury to the unspoiled wilderness
of my home is an injury to me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS

+1
BONDS

+3 Acrobatics (Dex) Total SUCCESSES Don’t expect me to save those who can’t
12 save themselves. It is nature’s way that
+2 Animal Handling (Wis)
0 Arcana (Int)
d10
HIT DICE
FAILURES

DEATH SAVES
the strong thrive and the weak perish.
FLAWS
INTELLIGENCE ● +1 Athletics (Str)

0 -1
0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favored Enemy
Longbow* +4 1d8+2
10 +2 Insight (Wis) You have significant experience studying, tracking,
hunting, and even talking to beasts.
-1 Intimidation (Cha) Dagger** +4 1d4+2
You have advantage on Wisdom (Survival) checks
WISDOM 0 Investigation (Int) to track your favored enemies, as well as on
Dagger** +4 1d4+2 Intelligence Checks to recall information about

+2
+2 Medicine (Wis) them.
● +2 Nature (Int) *You can shoot at targets no further 30 feet, or up to 120
feet with disadvantage on the attack roll. You need to have
arrows to shoot.
● +4 Perception (Wis)
14 **You can throw the dagger 20 feet, or up to 60
feet with disadvantage on the attack roll. Natural Explorer
-1 Performance (Cha)
-1 Persuasion (Cha) You are particularly familiar with forest
CHARISMA environments and are adept at traveling and
0 Religion (Int) surviving in forests. When you make an Intelligence

-1 ●
+2 Sleight of Hand (Dex)
+5 Stealth (Dex)
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 in your favored


8 ● +4 Survival (Wis) terrain, you gain the following benefits:

Difficult terrain doesn't slow your group's travel.


SKILLS ATTACKS & SPELLCASTING Your group can't become lost except by magical
means.
Even when you are engaged in another Activity
14 PASSIVE WISDOM (PERCEPTION)
CP
Longbow, 2 daggers, 20
While Traveling (such as foraging, navigating, or
tracking), you remain alert to danger.
arrows, Leather armor, a If you are traveling alone, you can move stealthily
Backpack, a Bedroll, a Mess at a normal pace.
When you forage, you find twice as much food as
SP
kit, a Tinderbox, 10 torches, you normally would.
Proficiencies: Light Armor, 10 days of Rations, a While tracking other creatures, you also learn their
exact number, their sizes, and how long ago they
Waterskin, 50 feet of
Medium Armor, Shields, EP Hempen rope, a staff , a passed through the area.
Simple Weapons, Martial hunting trap, a trophy from
an animal you killed, a set of
Weapons
10 traveler’s clothes, and a belt Wanderer
GP
Languages: Common, pouch containing 10 gp You have an excellent memory for maps and
Sylvan, Elvish PP
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.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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You gain access to spells as you gain levels. You know a
Human certain number of spells per level, as shown in the
Humans are the youngest of the common races, late to arrive Spellcasting Advancement table. You also gain more spell
on the world scene and short-lived in comparison to dwarves, slots.
elves, and dragons. But they are the innovators, the achievers, Level Known spells —Spell Slots per Spell Level—
and the pioneers of the world, the most adaptable and 1st 2nd
ambitious people among the common races. When humans
settle somewhere, they stay. They build cities to last for the 2 2 2
ages and great kingdoms that can persist for centuries. They 3 3 3
live fully in the present—making them well suited to the
adventuring life—but also plan for the future, striving to leave 4 3 3
a lasting legacy. Human culture varies by region. 5 4 4 2

Having so much more variety than other cultures, humans 2nd Level: 300 XP
have no truly typical names. Some human parents give their Archery. You gain a +2 bonus to Attack rolls you make with
children names from other languages, such as Dwarvish or Ranged Weapons.
Elvish (pronounced more or less correctly). Traditional names Spellcasting You have learned to use the magical essence
among different human cultures vary widely. You might be of Nature to cast Spells, much as a druid does. You now know
Haseid (Calishite), Kerri (Chondathan), Kosef (Damaran),
the spells Hunter's Mark and Hail of Thorns.
Amafrey (Illuskan), So-Kehur (Mulan), Madislak (Rashemi), Mei
3rd Level: 900 XP
(Shou), or Salazar (Turami). Primeval Awareness. You can use your action and expend
one Ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you
Ranger expend, you can sense whether Aberrations, Celestials,
Warriors of the wilderness, rangers specialize in hunting the Dragons, Elementals, Fey, Fiends, or Undead are present
monsters that threaten the edges of civilization—humanoid within 1 mile of you (6 miles if you are in your favored
raiders, rampaging beasts and monstrosities, terrible giants, terrain). This feature doesn't reveal the creatures' location or
and deadly dragons. Rangers focus their combat training on number.
techniques that are particularly useful against their specific Horde Breaker. Once on each of your turns when you
favored foes. make a weapon Attack, you can make another Attack with the
Thanks to their familiarity with the wilds, rangers acquire same weapon against a different creature that is within 5 feet
the ability to cast spells that harness nature’s power, much as of the original target and within range of your weapon.
a druid does. Their spells, like their combat abilities, Spellcasting You now know the spell Absorb Elements.
emphasize speed, stealth, and the hunt.
4th Level: 2,700 XP
Ability Score Improvement. Your Dexterity increases to 18,
Background which has the following effects:
You grew up in the wilds, far from civilization and the Your Dexterity modifier becomes +4.
comforts of town and technology. You’ve witnessed the Your attack bonus and your damage for Dexterity-based
migration of herds larger than forests, survived weather more attacks, such as your shortsword and shortbow, increase
extreme than any city-dweller could comprehend, and enjoyed by 1.
the solitude of being the only thinking creature for miles in Your modifier to Dexterity saving throws increases by 1.
any direction. The wilds are in your blood, whether you were Your modifier to Dexterity-based skills increases by 1.
a nomad, an explorer, a recluse, a hunter-gatherer, or even a While you wear light or medium armor, your Armor Class
marauder. Even in places where you don’t know the specific increases by 1.
features of the terrain, you know the ways of the wild. Your initiative increases by 1.
Alignment (Neutral). Neutral characters exhibit a lack of
conviction or bias rather than a commitment to neutrality. 5th Level: 6,500 XP
Such a character thinks of good as better than evil - after all, Proficiency Bonus. Your proficiency bonus increases to +3,
one would rather have good neighbors and rulers than evil which has the following effects:
ones. Still, one's not personally committed to upholding good
in any abstract or universal way. Your attack bonus increases by 1 for weapons you’re
proficient with.
Your modifier for saving throws and skills you’re proficient
Gaining Levels in (indicated by a ⬤) increases by 1.
As you adventure and overcome challenges, you gain Extra Attack. Beginning at 5th level, you can Attack twice,
experience points (XP), as explained in the rulebook. instead of once, whenever you take the Attack action on Your
With each level you gain, you gain one additional Hit Die Turn.
and add 1d10 + 1 to your hit point maximum. Spellcasting You now know the spell Silence.

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