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CLASS & LEVEL BACKGROUND PLAYER NAME

True neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +5 30 I'm not prone to idle chatter,
10 ARMOR and prefer keeping to myself
CLASS
+6 PROFICIENCY BONUS INITIATIVE SPEED unless the topic's business.
PERSONALITY TRAITS

Hit Point Maximum 165


● +6
Strength
DEXTERITY This job's just a job, like any other.

+11
Dexterity Nothing personal against my targets.
20 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
13 20d10
Acrobatics (Dex) Total SUCCESSES It is only for my own selfish need to be the
best at what I do that I abandon my team to
Animal Handling (Wis) FAILURES
bring the bounty in first.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+6
Athletics (Str)

13 ●
+7
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Beginning at 1st level, you have significant experience studying, tracking, hunting,
and even talking to a certain type of enemy.
Oathbow +13 1d8+3d6ip Choose a type of favored enemy: beasts, dragons, fiends.

Insight (Wis)
● +7 You have advantage on Wisdom (Survival) checks to track your favored enemies, as
well as on Intelligence checks to recall information about them.


+7
Intimidation (Cha) You are particularly familiar with one type of natural environment and are adept at
traveling and surviving in such regions. Choose one type of favored terrain: forest,
grassland, mountain. When you make an Intelligence or Wisdom check related to
WISDOM Investigation (Int) your favored terrain, your proficiency bonus is doubled if you are using a skill that
you’re proficient in.

Medicine (Wis)
While traveling for an hour or more in your favored terrain, you gain the following

13 Nature (Int)
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 traveling (such as foraging,
You can attack twice, instead of once navigating, or tracking), you remain alert to danger.

+7
Perception (Wis) If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
Once on each of your turns, you can add your Wisdom modifier to While tracking other creatures, you also learn their exact number, their sizes, and
Performance (Cha) the attack roll or the damage roll of an attack you make against one how long ago they passed through the area.
of your favored enemies.
Persuasion (Cha)
● +7 You can use your action and expend one ranger spell slot to focus your awareness
CHARISMA on the region around you. For 1 minute per level of the spell slot you expend, you
When a creature hits you with an attack, you gain a +4 bonus to AC can sense whether the following types of creatures are present within 1 mile of you
Religion (Int) against all subsequent attacks made by that creature for the rest of (or within up to 6 miles if you are in your favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the

13 Sleight of Hand (Dex)


the turn.

You can use the Hide action as a bonus action on your turn. Also,
creatures’ location or number.

You have advantage on saving throws against plants that are magically created or
you can’t be tracked by nonmagical means, unless you choose to manipulated to impede movement

+11
Stealth (Dex) leave a trail.
You can spend 1 minute creating camouflage for yourself. You must have access to

Survival (Wis)
fresh mud, dirt, plants, soot, and other naturally occurring materials with which to
create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up
against a solid surface, such as a tree or wall, that is at least as tall and wide as you
SKILLS ATTACKS & SPELLCASTING are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there
without moving or taking actions. Once you move or take an action or a reaction, you
must camouflage yourself again to gain this benefit.

When you attack a creature you can’t see, your inability to see it doesn’t impose
PASSIVE WISDOM (PERCEPTION) disadvantage on your attack rolls against it.
A small file, a set of lock picks, You are also aware of the location of any invisible creature within 30 feet of you,
CP provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
a small mirror mounted on a
When a Large or larger creature within 5 feet of you hits or misses you with an
metal handle, a set of attack, you can use your reaction to attack that creature immediately after its attack,
provided that you can see the creature.
SP narrow-bladed scissors, and a
Armor: Light armor, medium pair of pliers. (I have You can use your action to make a ranged attack against any number of creatures
within 10 feet of a point you can see within your weapon’s range. You must have
proficiency with these to disarm ammunition for each target, as normal, and you make a separate attack roll for each
armor, shields EP traps or open locks)Ink bottle, a
target.

When you are subjected to an effect, such as a red dragon’s fiery breath or a
Weapons: Simple weapons, set of traveler's clothes, ink lightning bolt spell, that allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw, and only

martial weapons, longbows pen, 5 pages of parchment, 2 half damage if you fail.
GP 100 hunting traps, six useless As an action, you can transform your appearance or revert to your natural form. You

Draconic language, abbysal wooden tokens previously


can’t duplicate the appearance of a creature you’ve never seen, and you revert to
your natural form if you die.
You have advantage on any Charisma (Deception) check you make to avoid
language, common, goblin, PP
issued by a traitor-prince as detection

currency, a wire circlet that When a creature you can see makes an attack roll against you, you can use your
draconic, giant. bestows upon its wearer
reaction to impose disadvantage on the roll. You must use this feature before
knowing whether the attack hits or misses.
Using this trait reveals your shapeshifting nature to any creature within 30 feet that
perfect posture, a coprolite. can see

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Wind walk

Water breathing

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Jump

Longstrider
4 3
Hunters mark

Freedom of Movement
SPELLS KNOWN

Stoneskin

2 3
Barkskin

spike growth

5 2
Commune with Nature
9
Tree Stride

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

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