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Level 3 Ranger Outlander Helen

CLASS & LEVEL BACKGROUND PLAYER NAME

Celestial Asimaar Neutral Good -


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 2 30ft
+1 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

13 PERSONALITY TRAITS

Hit Point Maximum 25


● 3
Strength
DEXTERITY

+2



4

1
Dexterity
Constitution
25
CURRENT HIT POINTS IDEALS
0
Intelligence
15 2
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1

2
Acrobatics (Dex) Total 3 SUCCESSES
12 ●
4
Animal Handling (Wis) 3 FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
3
Athletics (Str)

+0

0

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Favoured Enemy - Beasts
Quartestaff +3 1d8+1b(2h) (advantage to track and study)
10 2
Insight (Wis)
0
Intimidation (Cha) Shortsword +4 1d6+2 p Natural Explorer - Forest
(Advantages when travelling)
WISDOM 0
Investigation (Int)
Longbow +4 1d8+2 p Soul of Stars
2
Medicine (Wis)
+2 ●

2
Nature (Int) Zephyr Strike - You move like the wind.
You can use your action to unleash the
celestial energy within yourself, causing
Until the spell ends, your movement blinding starlight to radiate from your eyes.
14 2
Perception (Wis)
does't provoke opportunity attacks.
0
Performance (Cha) Once before the spell ends, you can Your transformation lasts for 1 minute or until
give yourself advantage on one weapon you end it as a bonus action. During it, you
CHARISMA 0
Persuasion (Cha)
attack roll on your turn. That attack shed bright light in a 10-foot radius and dim

2
Religion (Int) deals an extra 1d8 force damage on a light for an additional 10 feet, and at the end
+0 2
Sleight of Hand (Dex) hit. Whether you hit or miss, your of each of your turns, you and each creature
within 10 feet of you take radiant damage

4
Stealth (Dex)
walking speed increases by 30 feet until equal to half your level.
10 the end of that turn. In addition, once on each of your turns, you

4
Survival (Wis)
can deal extra radiant damage to one target
SKILLS ATTACKS & SPELLCASTING when you deal damage to it with an attack or
a spell. The extra radiant damage equals
your level.
12 PASSIVE WISDOM (PERCEPTION) Once you use this trait, you can't use it again
Leather Armor until you finish a long rest.
CP 80
Longbow
Wanderer: You have an excellent memory
Shortsord
Common, Sylvan SP 70 for terrain you have visited and can always
Staff find food in the wild

EP Primeval Awareness - spend a spell slot to


You can play the flute
Explorers Pack detect whether celestials, dragons,
elementals, fey, fiends, and undead are
GP 5 4 days rations within 1mile of you (yes or no answer)
50ft rope
Ranger Companion - Asimaar Modification,
PP your guardian angel has taken bear form.
1 hunting trap

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

The Shaded Step - you can rely


NAME
on your contacts in the
foresters guild to fill you in
about happenings and rumours
in the forest.

Swiftriver Scouts - you have


been informed that the well
respected adventurer's guild is
recruiting, its a good way to
make money, if you don't mind
the danger!
SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Bear Stats
Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing
damage.

STR 19 (+4) DEX 10 (+0) CON 16 (+3)


INT 2 (-4) WIS 13 (+1) CHA 7 (-2)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Celestial Nature - When the bear enters combat his brown bear illusion fades and his
celestial nature is revealed. His starry form sheds light in a 10 yard radius. He can enter
this state by choice out of combat, if you command it, which takes one action.

ADDITIONAL FEATURES & TRAITS

Ornate wooden flute (worth 2gp)

Warm woolen cloak

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Asimaar Ranger
Wisdom 12 4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light - At will you can touch a small object and cause it to

shed light in a 20ft radius, you can choose the

colour of the light, which will last up to 1 hour

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

● Detect Magic - up to ten min you can detect the presence

and type of magic within 30ft. It may be blocked by certain


4
materials.
SPELLS KNOWN

● Ensnaring Strike - when you next shoot an arrow

at an enemy, they must make a strength check or

be ensnared in thorny vines

● Zephyr Strike - You move like the wind, getting away from

those closing in on you and adding the force of wind to


8
your next attack

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

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