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1 Ranger Hermit / Exiled DM

CLASS & LEVEL BACKGROUND PLAYER NAME


Arlan H.
Halfling, Stout
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
Exiled for a crime I did not commit.
STRENGTH
14 +3 25 I feel tremendous empathy for all who suffer.

10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Ive been isolated so long that I rarely speak, preferring
gestures and the occasional grunt.

0 PERSONALITY TRAITS

Hit Point Maximum 12


● +2
Strength Self-Knowledge
DEXTERITY

16



+5

+2
Dexterity
Constitution
22 If you know yourself, there's nothing
left to know.
CURRENT HIT POINTS IDEALS
0
Intelligence
+3 +2
Wisdom
My isolation gave me great insight
+1
Charisma into a great evil that only I can
CONSTITUTION SAVING THROWS destroy
TEMPORARY HIT POINTS BONDS

14

+3
Acrobatics (Dex) Total 1 SUCCESSES I am dogmatic in my thoughts and
+2 philosophy

+4
Animal Handling (Wis) 1d10 FAILURES

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

10

+1

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Lvl 1, Favored Enemy, Choose an enemy =
S Sword +5 1d6+3 Orc / Gnoll, you get advantage on survival
0 +2
Insight (Wis) checks for tracking as well as Int checks for
+1
Intimidation (Cha) S Sword +5 1d6 recalling any lore. You gain one language of
your choice also. Choose another enemy at
WISDOM 0
Investigation (Int) level 6 and level 14.
Long Bow +5 1d8+3 -Lvl 1, Natural Explorer, You choose one type
● +4
Medicine (Wis)
14 ●

+2
Nature (Int) 2 x Short Sword, Piercing, Finesse,
of terrain you are familiar with. = Swamps.
While in this terrain for 1 hour you get no
+2
Perception (Wis)
Light, 2 lbs. penalty for difficult terrain, your group cant get
+2 No Bonus Damage for offhand lost except by magical means, while doing
+1
Performance (Cha) other skills you are always alert to danger, if
your alone you travel stealthed and at normal
CHARISMA +1
Persuasion (Cha) Long Bow, Piercing, 2 lbs. Range pace, when foraging you find twice the

+2
Religion (Int) 150 / 600, Heavy, 2H amount of food, when tracking creatures you
12 +3
Sleight of Hand (Dex)
learn the exact number of creatures, their
sizes and how long ago they passed through.
20 Arrows in Quiver
+3
Stealth (Dex) You get more terrain types at lvl 6 and 10.
+1 ●
+4
Survival (Wis)
Leather Armor 11ac, 10 lbs.
SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


Scroll Case
CP
Winter Blanket
Common Clothes
Common, Halfling, Orc, Gnoll SP
Herbalism Kit
Light, Medium Armor
EP Backpack
Shields
Bedroll
Simple, Martial Weapons
GP 5 Mess Kit
Herbalism Kit
Tinder Box
PP 10 x torches
10 x Rations
Waterskin
50 Foot Hemp Rope
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
31 3'0 40 lb.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Halfling Racial Traits


Ability Bonuses, Dexterity +2, Constitution +1
Size, Small
Speed, 25 feet
Lucky, When you roll a 1 on an attack, ability or saving roll, you can reroll the
die and must use the new roll.
Brave, You have advantage on saving throws vs. frighten.
Halfling Nimbleness, You can move through a space of a creature that is of one
size larger then you.
Languages, Common and Halfling. You can read write and speak it fluently.
Stout Resilience, You have advantage on poison saving throws and are
resistant to poison damage.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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