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Ranger lvl 14/ Rogue lvl 1 n/a Male

CLASS & LEVEL BACKGROUND FACTION


Germy & Bortex, The Coward heores
Variant Human (M) Legal Good
CHARACTER NAME RACE ALIGNMENT DCI# or XP

INSPIRATION
STRENGTH
19 Threaten my friends,
Alertness
ARMOR
+2 35 Ft.
threaten me
CLASS
+5 PROFICIENCY BONUS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 126


● +6 Strength +1
DEXTERITY ● +8 Dexterity +1 126 destroying magical artifacs
will save the human kind.
+2 +3 Constitution
Intelligence
+1

+1
CURRENT HIT POINTS IDEALS

14 +6 Wisdom +1

+2 Charisma +1
magic can can corrupt the soul.
CONSTITUTION
im afraid of being corrupted.
SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 E P
+2 Acrobatics (Dex) Total 14d10, 1d8 SUCCESSES
If there’s food left unattended,
14 Animal Handling (Wis)
● ● +15
14d10, 1d8 FAILURES I’ll eat it. SO COWARD
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +5 Athletics (Str)

-1 +1

-1
Deception (Cha)
History (Int)
NAME
Dagger of Venom
ATK BONUS DAMAGE/TYPE
+3 1d4+2
Feat- Gourmand:
Con ST 2d10 You have mastered a variety of special recipes,
8 ● +10 Insight (Wis) allowing you to prepare exotic dishes with useful
+1 Intimidation (Cha)
Long bow +2 1d8+2 effects. You gain the following benefits:
• Increase your Constitution score by 1, to a
WISDOM -1 Investigation (Int) maximum of 20.
+5 Medicine (Wis) • You gain proficiency with cook’s utensils. If
+5 -1 Nature (Int)
you are already proficient with them, you add
double your proficiency bonus to checks you
● +10 Perception (Wis) make with them.
20 • As an action, you can inspect a drink or plate
● +6 Performance (Cha)
of food within 5 feet of you and determine
+1 Persuasion (Cha) whether it is poisoned, provided that you can
CHARISMA
see and smell it.
-1 Religion (Int)
• During a long rest, you can prepare and serve
+1 +2 Sleight of Hand (Dex) a meal that helps you and your allies recover
from the rigors of adventuring, provided you
● ● +12 Stealth (Dex)
have suitable food, cook’s utensils, and other
12 Survival (Wis)
● ● +15 supplies on hand. The meal serves up to six
people, and each person who eats it regains
SKILLS ATTACKS & SPELLCASTING two additional Hit Dice at the end of the long
rest. In addition, those who partake of the meal
have advantage on Constitution saving throws
20 PASSIVE WISDOM (PERCEPTION)
3 Uuncommon Items: against disease for the next 24 hours.
CP
Feat- Lucky: You have inexplicable luck that
-Cloak of Protection seems to kick in at just the right moment. You
Profiency: Cook´s utensils, Light SP -restorative Ointment have 3 luck points. Whenever you make an
attack roll, ability check, or saving throw, you
and medium armors, shields, -Bracers Of Archery may spend 1 luck point to roll an additional d20.
simple and martial weapons. EP You can use this ability after the original roll, but
before the outcome is revealed. You choose
Equipment: Scale Mail, two 1 rare item which of the d20s is used for the attack roll,
shortswords, a Longbow a quiver GP 4000 Dagger of Venom ability check, or saving throw. You can also
with 20 arrows spend one luck point when an attack roll is
made against you. Roll a d20, and choose
Dungoneers pack PP
whether the attacker's roll uses their d20 roll or
Sneak Attack: 1d6 yours. if multiple creatures use a luck point on
the same roll, they cancel out, resulting in no
Languages: Common, Elven, additional dice. You regain expended luck
Dwarven. points when you finish a long rest.
OTHER PROFICIENCIES & LANGUAGES FEATURES & TRAITS
AGE HEIGHT WEIGHT
Germy & Bortex, The Coward heores
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Equipment: Bracers Of Archery:


Restorative Oinment: While wearing these bracers,
This glass jar, 3 inches in you have proficiency with the
diameter, contains 5 doses of a Longbow and Shortbow, and you
thick mixture that smells faintly of gain a +2 bonus to Damage
aloe. The jar and its contents Rolls on Ranged Attacks made
weigh 1/2 pound. with such Weapons.
As an action, one dose of the
ointment can be swallowed or +2 weapon 4000GP
applied to the skin. The creature +2 armor 6000 GP
that receives it regains 2d8 + 2 scale mail armor 50 GP
Hit Points, ceases to be adamantine armor 500 GP
Poisoned, and is cured of any +2 longbow 4000 gp
disease.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Resistance Protection from Energy
Produce Flames

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR Animal Friendship
ED
PR

Beast Bond
Speak With Animals
4 1
Longstirder
Freedom of Movement
SPELLS KNOWN

2 3
Pass Without Trace

9
--Favored Enemy. you have -Companion's Bond. Your animal --Primeval Awareness. your
significant experience studying, companion gains a variety of benefits mastery of ranger lore allows you to
tracking, hunting, and even talking to while it is linked to you. The animal establish a powerful link to beasts
a certain type of enemy. companion loses its Multiattack action, and to the land around you. You
Choose a type of Favored enemy: if it has one. The companion obeys have an innate ability to
-Humanoids. your commands as best it can. It rolls communicate with beasts, and they
- Beasts for initiative like any other creature, but recognize you as a kindred spirit.
-Aberrations you determine its actions, decisions,
You have advantage on Wisdom Through sounds and gestures, you
attitudes, and so on. If you are
(Survival) checks to track your can communicate simple ideas to a
incapacitated or absent, your
Favored enemies, as well as on beast as an action, and can read its
companion acts on its own. When
Intelligence Checks to recall basic mood and intent. You learn its
using your Deft Explorer feature, you
information about them. and your animal companion can both emotional state, whether it is
When you gain this feature, you also move stealthily at a normal pace. Your affected by magic of any sort, its
learn one language of your choice animal companion has abilities and short-term needs (such as food or
that is spoken by your Favored game statistics determined in part by safety), and actions you can take (if
enemies, if they speak one at all. your level. Your companion uses your any) to persuade it to not attack.
--Deft Explorer proficiency bonus rather than its own. You cannot use this ability against a
You are an unsurpassed explorer creature that you have attacked
In addition to the areas where it
and survivor: within the past 10 minutes.
normally uses its proficiency bonus, an
-Roving. Your walking speed
animal companion also adds its Additionally, you can attune your
increases by 5, and you gain a
proficiency bonus to its AC and to its senses to determine if any of your
climbing speed and a swimming
damage rolls. Your animal companion favored enemies lurk nearby. By
speed equal to your walking speed.
-Canny. ANIMAL HANDLING. You gains proficiency in two skills of your spending 1 uninterrupted minute in
gain proficiency in the chosen skill if choice. It also becomes proficient with concentration (as if you were
you don’t already have it, and you all saving throws. For each level you concentrating on a spell), you can
can add double your proficiency gain after 3rd, your animal companion sense whether any of your favored
bonus to ability checks using that gains an additional hit die and enemies are present within 5 miles
skill. increases its hit points accordingly. of you. This feature reveals which of
In addition, thanks to your extensive Whenever you gain the Ability Score your favored enemies are present,
wandering, you are able to speak, Improvement class feature, your
their numbers, and the creatures’
read, and write two languages of companion’s abilities also improve.
general direction and distance (in
your choice. Your companion can increase one
ability score of your choice by 2, or it miles) from you. If there are multiple
-Tireless. As an action, you can give
can increase two ability scores of your groups of your favored enemies
yourself a number of temporary hit
choice by 1. As normal, your within range, you learn this
points equal to 1d10 + your Wisdom
modifier. You can use this special companion can’t increase an ability information for each group.
action a number of times equal to score above 20 using this feature ROGUE
your Wisdom modifier (a minimum of unless its description specifies --Sneak Attack. you know how to
once), and you regain all expended otherwise. Your companion shares strike subtly and exploit a foe's
uses when you finish a long rest. your alignment, and has a personality distraction. Once per turn, you can
In addition, whenever you finish a trait and a flaw that you can roll for or deal an extra 1d6 damage to one
short rest, your exhaustion level, if select from the tables below. Your creature you hit with an Attack if
any, is decreased by 1. companion shares your ideal, and its you have advantage on the Attack
--Fighting Style: Druidic Warrior: You bond is always, “The ranger who roll. The Attack must use a Finesse
learn two cantrips of your choice travels with me is a beloved or a ranged weapon. You don't
from the druid spell list. They count companion for whom I would gladly need advantage on the Attack roll if
as ranger spells for you, and give my life.” Your animal companion another enemy of the target is
Wisdom is your spellcasting ability gains the benefits of your Favored within 5 feet of it, that enemy isn't
for them. Whenever you gain a level Enemy feature, and of your Greater
in this class, you can replace one of
Incapacitated, and you don't have
Favored Enemy feature when you gain disadvantage on the Attack roll.
these cantrips with another cantrip that feature at 6th level. It uses the
from the druid spell list. The amount of the extra damage
favored enemies you selected for
-- increases as you gain levels in this
those features.
class, as shown in the Sneak Attack
column of the Rogue table.
--EXTRA ATTACK Ranger Conclave: Beast Master:
--Coordinated Attack. you and BEAST OF THE EARTH.
your animal companion form a -Animal companion. you learn to use
more potent fighting team. When your magic to create a powerful
you use the Attack action on your bond with a creature of the natural
turn, if your companion can see world. With 8 hours of work and the
you, it can use its reaction to expenditure of 50 gp worth of rare
make a melee attack. herbs and fine food, you call forth an
--Exceptional Training. on any of animal from the wilderness to serve
your turns when your beast as your faithful companion. You
companion doesn't attack, you normally select you companion from
can use a bonus action to among the following animals: an
command the beast to take the ape, a black bear, a boar, a giant
Dash, Disengage, Dodge, or Help badger, a giant weasel, a mule, a
action on its turn. panther, or a wolf. However, your
--Fade Away.You can use a DM might pick one of these animals
bonus action to magically become for you, based on the surrounding
invisible, along with any terrain and on what types of
equipment you are wearing or creatures would logically be present
carrying, until the start of your in the area. At the end of the 8
next turn. Once you use this hours, your animal companion
feature, you can’t use it again until appears and gains all the benefits of
you finish a short or long rest. your Companion’s Bond ability. You
--Bestial Fury.when you command can have only one animal
your beast companion to take the companion at a time.
Attack action, the beast can make If your animal companion is ever
two attacks, or it can take the slain, the magical bond you share
Multiattack action if it has that allows you to return it to life. With 8
action. hours of work and the expenditure of
--Vanish. you can use the Hide 25 gp worth of rare herbs and fine
action as a bonus action on your food, you call forth your companion’s
turn. Also, you can't be tracked by spirit and use your magic to create a
nonmagical means, unless you new body for it. You can return an
choose to leave a trail. animal companion to life in this
manner even if you do not possess
any part of its body. If you use this
ability to return a former animal
companion to life while you have a
current animal companion, your
current companion leaves you and is
replaced by the restored companion.

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