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Ranger 3 Sage

CLASS & LEVEL BACKGROUND PLAYER NAME

Tabaxi Neutral Good 900


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 30 ft.
12 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 25


● +3 Strength
DEXTERITY ● +5 Dexterity

16 +1

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+3 +2 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 3d10
+3 Acrobatics (Dex) Total SUCCESSES
+1 +2 Animal Handling (Wis) FAILURES
● +3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +3 Athletics (Str)

12 ●
+0

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
FAVORED ENEMY (GOBLIN, GRUNG).
+2 Insight (Wis)
shtsword* +5 1d6+3 You have advantage on Wisdom (Survival) checks
+1 to track your favored enemies, as well as on
Intelligence checks to recall information about them.
+0 Intimidation (Cha) longbow +5 1d8+3*
WISDOM +1 Investigation (Int) NATURAL EXPLORER (SWAMP).
+2 Medicine (Wis)
claws +3 1d4+1 When you make an Intelligence or Wisdom check

14 ● +3 Nature (Int) *FIGHTING STYLE (TWO-WEAPON FIGHTING)


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
When you engage in two-weapon fighting, you can
● +4 Perception (Wis) add your ability modifier to the damage of the your favored terrain, you gain the following benefits:
+2
+0 Performance (Cha) second attack.
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
+0 Persuasion (Cha) *longbow range (150/600)
CHARISMA means.
+1 Religion (Int) • Even when you are engaged in another activity

10 +3 Sleight of Hand (Dex)


while traveling (such as foraging, navigating, or
tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily
● +5 Stealth (Dex)
at a normal pace.
+0 • When you forage, you find twice as much food as
● +4 Survival (Wis)
you normally would.
• While tracking other creatures, you also learn their
SKILLS ATTACKS & SPELLCASTING
exact number, their sizes, and how long ago they
passed through the area.

14 PASSIVE WISDOM (PERCEPTION)


studded leather armor, 2 PRIMEVAL AWARENESS.
CP You can use your action and expend one ranger
shortswords, longbow, spell slot to focus your awareness on the region
quiver with 20 arrows, around you. For 1 minute per level of the spell
SP slot you expend, you can sense whether the
Armor. explorer's pack, bottle of
following types of creatures are present within 1 mile
Light Armor, Medium Armor, Shields black ink, quill, small knife, of you (or within up to 6 miles if you are in your
EP letter from a dead colleague favored terrain): aberrations, celestials, dragons,
posing a question you elementals, fey, fiends, and undead. This feature
Weapons. doesn’t reveal the creatures’ location or number.
Simple Weapons, Martial Weapons haven't answered yet,
GP 10 common clothes, pouch RANGER ARCHETYPE (HUNTER).

Languages. PP
HORDE BREAKER.
Once on each of your turns when you make a
Common, Chultan, Dwarven, Goblin, weapon attack, you can make another attack with
Grung the same weapon against a different creature that is
within 5 feet of the original target and within range of
your weapon.

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

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Darkvision 60 ft.
RESEARCHER.
When you attempt to learn or recall a piece
of lore, if you do not know that information, FELINE AGILITY.
you often know where and from whom you Your reflexes and agility allow you to move with a burst of speed. When you
can obtain it. Usually, this information comes move on your turn in combat, you can double your speed until the end of
from a library, scriptorium, university, or a
sage or other learned person or creature. the turn. Once you use this trait, you can’t use it again until you move 0 feet
Your DM might rule that the knowledge you on one of your turns.
seek is secreted away in an almost
inaccessible place, or that it simply cannot be
found. Unearthing the deepest secrets of the CAT'S CLAWS.
multiverse can require an adventure or even Because of your claws, you have a climbing speed of 20 feet. In addition,
a whole campaign. your claws are natural weapons, which you can use to make unarmed
BASKSTORY.
strikes. If you hit with them, you deal slashing damage equal to 1d4 + your
A mighty hunter you are indeed. Goblin and Strength modifier, instead of the bludgeoning damage normal for an
grungs fall before your arrows as you feather unarmed strike.
them from afar, and drop beneath the might
of your quick blades. Undead have always
been a hazard in the depths of Chult, but
never before have you seen so many. You
absolutely must find out what's going on. ADDITIONAL FEATURES & TRAITS
Curiosity dictates action.

CHARACTER BACKSTORY TREASURE

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

Cure Wounds

Hunter's Mark
4
Jump
SPELLS KNOWN

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

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