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Ranger - Beast Master 3 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood Elf 900


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I place no stock in wealth or well-mannered folk. Money
15 +3 35ft and manners won't save you from a hungry owlbear.

+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I feel far more comfortable around animals than people.

14 PERSONALITY TRAITS

Hit Point Maximum 25


● +4
Strength
DEXTERITY The natural world is more important

+3



+5

+1
Dexterity
Constitution
25 than all the constructs of civilization.
CURRENT HIT POINTS IDEALS
0
Intelligence
14+2 +2
Wisdom
An injury to the unspoiled wilderness
0
Charisma
of my home is an injury to me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+3
Acrobatics (Dex) Total 3 SUCCESSES Don't expect me to save those who can't
12 save themselves. It is nature's way that the

+4
Animal Handling (Wis) 1d10 FAILURES
strong thrive and the weak perish.
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+4
Athletics (Str)

0 0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) (1) Outlander Feature: Wanderer.
Longsword +4 1d8+2 You have an excellent memory for maps and
10 +2
Insight (Wis) geography, and you can always recall the general
layout of terrain, settlements, and other features
0
Intimidation (Cha) Longbow +7 1d8+3 around you. In addition, you can find food and fresh
WISDOM 0
Investigation (Int) water for yourself and up to five other people each
day, provided that the land offers berries, small
+2
Medicine (Wis) game, water and so forth.
+2 ●
+2
Nature (Int)
Armor: Studded Leather (1) Favored Enemy: Orcs, Goblins

13+1

+4
Perception (Wis) You have advantage on WIS checks to track your
favored enemies, as well as on INT checks to recall
0
Performance (Cha) information about them.
Shield: +2 to AC
CHARISMA 0
Persuasion (Cha) (1) Natural Explorer: Forest
0
Religion (Int) You aren't slowed in favored terrain. Cannot be lost

0 +3
Sleight of Hand (Dex)
except by magical means. Even when endangered,
you remain alert to danger. Alone, you can move
stealthily at normal pace. Find twice as much food

+5
Stealth (Dex) when foraging. While tracking, also learn their exact
10 number, sizes and how long ago they passed

+4
Survival (Wis)
through.
SKILLS ATTACKS & SPELLCASTING
(2) Fighting Style, Archery: You gain a +2 bonus to
attack rolls you make with a ranged weapon.

14 PASSIVE WISDOM (PERCEPTION)


Longbow, Longsword, (3) Ranger Arch: Beast Master.
CP Your beast can be a medium or smaller creature
Shield, 40 arrows, Studded that has a challenge rating of 1/4 or less. Your beast
Leather, Lute, Staff, obeys your commands as best it can. It takes its turn
SP with you. It can make a move when you move. But
Languages: Common, Elvish, hunting trap, traveler's
you both share one action per round. If the beast
clothes, belt pouch, bright
Orcish, Goblin, Draconic, dies, you can spend 8 hours magically bonding with
EP green feather, rabbit's foot, another beast that isn't hostile to you.
Abyssal. backpack, 5 torches, 50' (3) Ranger's Companion: Owl
GP
silk rope, hammer, 5 (see allies page 2)
Musical Proficiency: Lute. pitons, waterskin, 10
(3) Primeval Awareness: For 1 min/level of spell slot,
rations, blanket, bedroll, you can sense the presence within 1 mile of you the
PP
Weapons: Simple and Martial. tent, chalk, steel mirror, oil following creatures [6 miles if favored terrain],
(aberrations, celestials, dragons, elementals, fey,
flask, fishing tackle, fiends, or undead)
tinderbox.
Armor: Light, medium, shields.
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

Owl: AC 13, HP 12, Speed 60ft. NAME


STR 3(-4), DEX 13(+1) CON 8
(-1), INT 1(-4), WIS 12(+1),
CHA 7(-2) Skills: Perc+5,
Stealth+5 Senses: darkvision
120ft, pass perc 13.
Flyby: No opp attacks when
flying out of enemy reach. Keen
Sight: Has advantage on Perc
checks relying on sight.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Darkvision: You can see in dim light within 60 feet of you as if it


were bright light, and in darkness as if it were dim light.

Fey Ancestry: You have advantage against being charmed, and


magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply,


remaining semiconscious, for 4 hours a day.

Mask of the Wild: You can attempt to hide even when you are
only lightly obscured by foliage, heavy rain, falling snow, mist and
other natural phenomena.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

Speak with Animals

Cure Wounds
4
Hunter's Mark
SPELLS KNOWN

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

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