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Ranger 12 / Fighter 2 DiceDeeds

CLASS & LEVEL PLAYER NAME


One with Shadows
Tabaxi Smuggler (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +7 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +11 Dexterity
+2 Constitution +8 19 102 --
+1 +1 Intelligence
CLASS
• +9 Wisdom INITIATIVE HIT POINTS
12
+1 Charisma
12d10 + 2d10
Total SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+1 Bonus on saves
+5 Advantage Against
plants that are magically
DEFENSES HIT DICE DEATH SAVES

created or manipulated
20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+1 P +8

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


13 P +6 Athletics STR Vehicles (Water)
ABILITY SAVE DC
P +5 Deception CHA
=== LANGUAGES ===
+0 History INT Celestial, Common, Draconic, Undercommon
INTELLIGENCE
P +8 Insight WIS

+0 +0 Intimidation CHA 40 ft. (Walking), 20 ft. (Climbing)


+0 Investigation INT
10 +3 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +8 Perception WIS


+0 Performance CHA === ACTIONS ===
+3 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Dread Ambusher
You add your WIS modifier (+3) to initiative rolls. At
Help, Hide, Ready, Search, Use an Object, the start of your first turn of each combat, your walking
+0 Religion INT
17 Opportunity Attack, Grapple, Shove, Improvise, speed increases by 10 ft., which lasts until the end of
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object that turn. If you take the Attack action, you can make
one additional weapon attack that deals an extra 1d8
P +10 Stealth DEX === BONUS ACTIONS === damage of the weapon’s damage type on hit.
CHARISMA Second Wind • 1 / Short Rest
P +8 Survival WIS
Once per short rest, you can use a bonus action to Feline Agility • 1 / Other
When you move on your turn in combat, you can
+0 regain 1d10 + 2 HP.

=== SPECIAL ===


double your speed until the end of the turn. Once you
use this trait, you can’t use it again until you move 0
Action Surge • 1 / Short Rest feet on one of your turns.
11 You can take one additional action on your turn.
This can be used 1 times per short rest.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

18 PASSIVE WISDOM (PERCEPTION)


Longbow +12 1d8+7 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

Unarmed Strike +6 2 Bludgeoning


18 PASSIVE WISDOM (INSIGHT)

Claws +6 1d4+1 Slashing

10 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 90 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 12 / Fighter 2 DiceDeeds
CLASS & LEVEL PLAYER NAME
One with Shadows
Tabaxi Smuggler (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === environment and are adept at traveling and surviving in damage of the weapon’s damage type on hit.
such regions.
* Hit Points • PHB 90 | Special
* Fighting Style • PHB 91
* Proficiencies • PHB 90 You adopt a particular style of fighting as your * Umbral Sight • XGtE 42
specialty. You gain darkvision out to a range of 60 ft. (+30 ft. if
* Favored Enemy • PHB 91 you already have it). While in darkness, you are
You have advantage on Survival checks to track your | Archery • PHB invisible to any creature that relies on darkvision to see
favored enemies, as well as on INT checks to recall You gain a +2 bonus to attack rolls you make with you in that darkness.
information about them. You also learn one language ranged weapons.
of your choice that is spoken by your favored enemies, * Ability Score Improvement • PHB 92
if they speak one at all. * Spellcasting • PHB 91
You can cast known ranger spells using WIS as your * Extra Attack • PHB 92
| Undead • PHB spellcasting modifier (Spell DC 16, Spell Attack +8). You can attack twice whenever you take the Attack
action on your turn.
* Natural Explorer • PHB 91 * Ranger Archetype • PHB 92
You have a favored terrain type. Your proficiency * Iron Mind • XGtE 42
bonus is doubled for proficient skills when you make | Gloom Stalker You gain proficiency in WIS saving throws. If you
an INT or WIS check related to it. While traveling for already have it, you instead gain proficiency in INT or
an hour or more in your chosen terrain, difficult terrain * Primeval Awareness • PHB 92 CHA saving throws (your choice).
doesn’t slow your group’s travel, your group can’t As an action, you can expend one ranger spell slot (1
become lost except by magical means, you remain minute per level of spell slot) to sense whether any * Land’s Stride • PHB 92
alert to danger even when you are engaged in another aberrations, celestials, dragons, elementals, fey, Moving through nonmagical difficult terrain costs you
activity, you can move stealthily at a normal pace fiends, or undead are present within 1 mile of you (or no extra movement and you can also pass through
(while alone), you find twice as much food while within up to 6 miles if you are in your favored terrain). nonmagical plants without being slowed by them and
foraging, and while tracking creatures, you learn the This feature doesn’t reveal the creatures’ location or without taking damage from them. You have
exact number, sizes, and how long ago they passed number. advantage on saving throws against plants that are
through the area. magically created or manipulated to impede
| 1 Action movement.
| Forest • PHB
You are particularly familiar with one type of natural * Gloom Stalker Magic • XGtE 42 * Hide in Plain Sight • PHB 92
environment and are adept at traveling and surviving in You learn additional spells based on your level that You can spend 1 minute creating camouflage for
such regions. count as ranger spells but don't count against the yourself from naturally occurring materials. Once you
number of spells you know. are camouflaged, you can try to hide by pressing
| Grassland • PHB yourself up against a solid surface to gain a +10 bonus
You are particularly familiar with one type of natural * Dread Ambusher • XGtE 42 to Stealth checks as long as you remain there without
environment and are adept at traveling and surviving in You add your WIS modifier (+3) to initiative rolls. At the moving or taking actions.
such regions. start of your first turn of each combat, your walking
speed increases by 10 ft., which lasts until the end of | 1 Minute
| Mountain • PHB that turn. If you take the Attack action, you can make
You are particularly familiar with one type of natural one additional weapon attack that deals an extra 1d8 * Stalker’s Flurry • XGtE 42

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Longbow 1 2 lb.

SP 0 Backpack 1 5 lb.

Bedroll 1 7 lb.
EP 0 Clothes, Common 1 3 lb.

Mess Kit 2 2 lb.


GP 100 Pouch 1 1 lb.

Rations (1 day) 20 40 lb.


PP 0 Rope, Hempen (50 feet) 2 20 lb.

Tinderbox 2 2 lb.
WEIGHT CARRIED

125 lb. Torch 20 20 lb.

ENCUMBERED Waterskin 2 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Small Knife 1 -- Bracers of Archery 1 --

PUSH/DRAG/LIFT Cloak of Protection 1 --

360 lb.

EQUIPMENT

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Ranger 12 / Fighter 2 DiceDeeds
CLASS & LEVEL PLAYER NAME
One with Shadows
Tabaxi Smuggler (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

Once on each of your turns when you miss with a


weapon attack, you can make another weapon attack * Darkvision • VGtM
as part of the same action. You can see in darkness (shades of gray) up to 60 ft.

=== FIGHTER FEATURES === * Feline Agility • VGtM


When you move on your turn in combat, you can
* Hit Points • PHB 71 double your speed until the end of the turn. Once you
use this trait, you can’t use it again until you move 0
* Proficiencies • PHB 71 feet on one of your turns.

* Fighting Style • PHB 72 | 1 / Other • Special


You adopt a fighting style specialty.
* Cat’s Claws • VGtM
| Defense • PHB You have a climbing speed of 20 ft. and your claws are
While you are wearing armor, you gain a +1 bonus to natural weapons that deal 1d4 +1 slashing damage,
AC. instead of the normal bludgeoning damage for an
unarmed strike.
* Second Wind • PHB 72
Once per short rest, you can use a bonus action to | Claws: 1 Action
regain 1d10 + 2 HP.
* Cat’s Talent • VGtM
| 1 / Short Rest • 1 Bonus Action You have proficiency in the Perception and Stealth
skills.
* Action Surge • PHB 72
You can take one additional action on your turn. This * Languages • VGtM
can be used 1 times per short rest.

| 1 / Short Rest • Special === FEATS ===

* Sharpshooter • PHB 170


=== TABAXI RACIAL TRAITS === Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls and your ranged
* Ability Score Increase • VGtM weapon attacks ignore half cover and three-quarters
cover. Before you make an attack with a ranged
* Age • VGtM weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll to add +10 to the
* Alignment • VGtM attack's damage.

* Size • VGtM

* Speed • VGtM

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 32 Medium 4 feet 90
GENDER AGE SIZE HEIGHT WEIGHT
One with Shadows Chaotic Good yui-ism copper brown grey white, shaved head
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I’ve lost too many friends,


and I’m slow to make new
ones.
PERSONALITY TRAITS

Independence. When people follow


orders blindly, they embrace a kind
of tyranny. (Chaotic)
IDEALS

I fight for those who cannot fight


for themselves.
BONDS

My hatred of my enemies is blind


and unreasoning.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 16 +8
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 4 Slots OOOO

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Hunter's Mark <C> Ranger -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 D: 1h, V

O Zephyr Strike <C> Ranger -- 1BA Self V Concentration, up to 1 minute XGtE 171 D: 1m, V

O Absorb Elements Ranger -- 1R Self S 1 round EE 150 D: 1Rnd, S

O Disguise Self Ranger -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

=== 2nd LEVEL === 3 Slots OOO

O Silence <C> Ranger -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

O Lesser Restoration Ranger -- 1A Touch V,S Instantaneous PHB 255 V/S

O Pass without Trace <C> Ranger -- 1A Self V,S,M Concentration, up to 1 hour PHB 264 D: 1h, V/S/M

O Rope Trick Ranger -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

=== 3rd LEVEL === 3 Slots OOO

O Fear <C> Ranger WIS 16 1A Self/30 ft./30 ft. Cone V,S,M Concentration, up to 1 minute PHB 239 D: 1m, 30 ft. Cone, V/S/M

SPELLS

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