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Ranger 20 Xaiverthebold

CLASS & LEVEL PLAYER NAME


Séan (lvl. 20 variant)
Hexblood Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +9 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +12 Dexterity
+3 Constitution +5 19 164 --
+2 +3 Intelligence
CLASS
+5 Wisdom INITIATIVE HIT POINTS
15
+3 Charisma
Total 20d10 SUCCESSES
Saving Throw Modifiers
Immunities - Critical Hits
DEXTERITY FAILURES
+1 Bonus on saves
+5 Advantage against being
charmed or frightened
DEFENSES HIT DICE DEATH SAVES

Advantage Against plants


20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+2 P
+4

+8
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


14 P +8 Athletics STR Pan Flute
ABILITY SAVE DC
+6 Deception CHA
=== LANGUAGES ===
+2 History INT Common, Elvish, Infernal, Primordial, Sylvan
INTELLIGENCE
+4 Insight WIS
35 ft. (Walking), 35 ft. (Climbing), 35 ft.
+2 +6 Intimidation CHA
(Swimming)
+2 Investigation INT
14 P +10 Medicine WIS SPEED

+8 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM P +10 Perception WIS


+6 Performance CHA === ACTIONS === lock of your hair, one of your nails, or one of your
+4 P +12 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
teeth. This token is imbued with magic until you finish
a long rest.
Help, Hide, Ready, Search, Use an Object, Once you create a token using this feature, you can’t
+2 Religion INT
18 Opportunity Attack, Grapple, Shove, Improvise, do so again until you finish a long rest, at which point
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object your missing part regrows.

P +11 Stealth DEX Deft Explorer: Tireless • 6 / Long Rest Nature’s Veil • 6 / Long Rest
CHARISMA As an action, you can give yourself As a bonus action, you can magically become
E +16 Survival WIS
<strong>1d8</strong>+4 temporary hit points invisible, along with any equipment you are wearing or
carrying, until the start of your next turn.
+2 (minimum of 1 temporary hit point). You regain all
expended uses when you finish a long rest.
Vanish
=== BONUS ACTIONS === You can use the Hide action as a bonus action on
14 Eerie Token - Create your turn. Also, you can’t be tracked by nonmagical
As a bonus action, you can harmlessly remove a means, unless you choose to leave a trail.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

20 PASSIVE WISDOM (PERCEPTION)


Longbow, +1 +14 1d8+6 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

Quarterstaff +8 1d6+2 Bludgeoning Simple, Versatile


14 PASSIVE WISDOM (INSIGHT)

Rapier, +1 +12 1d8+6 Piercing Martial, Finesse


12 PASSIVE INTELLIGENCE (INVESTIGATION)
Shortsword +11 1d6+5 Piercing Martial, Finesse, Light

Darkvision 60 ft. Unarmed Strike +8 3 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 20 Xaiverthebold
CLASS & LEVEL PLAYER NAME
Séan (lvl. 20 variant)
Hexblood Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === Spells table.


| 6 / Long Rest • Special
* Deft Explorer • TCoE 56 * Otherworldly Glamour • TCoE 59
You are an unsurpassed explorer and survivor, both in * Proficiencies • PHB 90 Whenever you make a CHA check, you gain a +4
the wilderness and in dealing with others on your bonus to the check..
travels. * Fighting Style • PHB 91
You adopt a particular style of fighting as your * Martial Versatility • TCoE 57
| Canny (1st Level) • TCoE 56 specialty. Whenever you reach a level in this class that grants
Choose one of your skill proficiencies. Your proficiency the Ability Score Improvement feature, you can replace
bonus is doubled for any ability check you make that | Druidic Warrior • TCoE 57 a fighting style you know with another fighting style
uses the chosen skill. You learn two cantrips of your choice from the druid available to rangers. This replacement represents a
You can also speak, read, and write two additional spell list. They count as ranger spells for you, and shift of focus in your martial practice.
languages of your choice. Wisdom is your spellcasting ability for them.
* Ability Score Improvement • PHB 92
| Roving (6th Level) • TCoE 56 * Spellcasting Focus • TCoE 57
Your walking speed increases by 5, and you gain a You can use a druidic focus as a spellcasting focus for * Extra Attack • PHB 92
climbing speed and a swimming speed equal to your your ranger spells. You can attack twice whenever you take the Attack
walking speed. action on your turn.
* Spellcasting • PHB 91
| Tireless (10th Level) • TCoE 56 You can cast known ranger spells using WIS as your * Beguiling Twist • TCoE 59
As an action, you can give yourself spellcasting modifier (Spell DC 18, Spell Attack +10). You have advantage on saving throws against being
<strong>1d8</strong>+4 temporary hit points charmed or frightened.
(minimum of 1 temporary hit point). You regain all * Primal Awareness • TCoE 57 Whenever you or a creature you can see within 120 ft.
expended uses when you finish a long rest. You learn additional spells when you reach certain of you succeeds on a saving throw against being
In addition, whenever you finish a short rest, your levels in this class if you don’t already know them, as charmed or frightened, you can use your reaction to
exhaustion level, if any, is decreased by 1. shown in the Primal Awareness Spells table. force a different creature you can see within 120 ft. of
you to make a WIS saving throw (DC:18). If the save
| Deft Explorer: Tireless: 6 / Long Rest • 1 Action * Ranger Archetype • PHB 92 fails, the target is charmed or frightened by you (your
choice) for 1 minute. The target can repeat the saving
| Deft Explorer: Tireless (exhaustion): Special | Fey Wanderer throw at the end of each of its turns, ending the effect
on itself on a successful save.
* Hit Points • PHB 90 * Dreadful Strikes • TCoE 58
When you hit a creature with a weapon, you can deal | 1 Reaction
* Favored Foe • TCoE 56 an extra 1d6 psychic damage to the target, which can
When you hit a creature with an attack roll, you can take this extra damage only once per turn. * Land’s Stride • PHB 92
mark the target as your favored enemy for 1 minute or Moving through nonmagical difficult terrain costs you
until you lose your concentration (as if you were | Special no extra movement and you can also pass through
concentrating on a spell). nonmagical plants without being slowed by them and
The first time on each of your turns that you hit the * Fey Wanderer Magic • TCoE 58 without taking damage from them. You have
favored enemy and deal damage to it, including when You learn an additional spell when you reach certain advantage on saving throws against plants that are
you mark it, you can increase that damage by 1d8. levels in this class, as shown in the Fey Wanderer magically created or manipulated to impede

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Ring of Protection 1 -- Rations (1 day) 10 20 lb.

Adamantine Half Plate 1 40 lb. Rope, Hempen (50 feet) 1 10 lb.

SP 0 Longbow, +1 1 2 lb. Tinderbox 1 1 lb.

Rapier, +1 1 2 lb. Torch 10 10 lb.


EP 0 Leather 1 10 lb. Waterskin 1 5 lb.

Quarterstaff 1 4 lb.
GP 10 Shortsword 1 2 lb.

Shortsword 1 2 lb.
PP 0 Longbow 1 2 lb.

Arrows 20 1 lb.
WEIGHT CARRIED

153.2 lb. Backpack 1 5 lb.

ENCUMBERED Clothes, Traveler's 1 4 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

225 lb. Hunting Trap 1 25 lb. Ring of Protection 1 --

PUSH/DRAG/LIFT Bedroll 1 7 lb.

450 lb. Mess Kit 1 1 lb.

EQUIPMENT

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Ranger 20 Xaiverthebold
CLASS & LEVEL PLAYER NAME
Séan (lvl. 20 variant)
Hexblood Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

movement. * Ancestral Legacy • VRGtR 19


* Feral Senses • PHB 92 If you replace a race with this lineage, you can keep
* Nature’s Veil • TCoE 57 When you attack a creature you can’t see, you don't the following elements of that race: any skill
You draw on the powers of nature to hide yourself from have disadvantage on your attack rolls against it. As proficiencies you gained from it and any climbing,
view briefly. As a bonus action, you can magically long as you are conscious and can hear, you are also flying, or swimming speed you gained from it.
become invisible, along with any equipment you are aware of the location of any invisible creature within 30
wearing or carrying, until the start of your next turn. ft. that isn’t hidden. * Darkvision • VRGtR 19
You can use this feature 6 times, and you regain all You can see in dim light within 60 feet of you as if it
expended uses when you finish a long rest. * Foe Slayer • PHB 92 were bright light and in darkness as if it were dim light.
Once on each of your turns, you can add +4 to the You discern colors in that darkness as shades of gray.
| 6 / Long Rest • 1 Bonus Action attack roll or the damage roll of an attack you make
against one of your favored enemies. You can choose * Eerie Token • VRGtR 19
* Fey Reinforcements • TCoE 59 to use this feature after the roll but before knowing its You can remove a lock of your hair, one of your nails,
You know <em>summon fey</em>. It doesn’t count effects. or one of your teeth, imbuing it with magic until you
against the number of ranger spells you know, and you finish a long rest, allowing you to take these actions:
can cast it without a material component. You can also | Special Telepathic Message, Remote Viewing.
cast it once without a spell slot, and you regain the
ability to do so when you finish a long rest. | Eerie Token - Create: 1 Bonus Action
Whenever you start casting the spell, you can modify it === HEXBLOOD RACIAL TRAITS ===
so that it doesn’t require concentration. If you do so, | Eerie Token - Telepathic Message: 1 Action
the spell’s duration becomes 1 minute for that casting. * Ability Score Increases • VRGtR 15
When determining your ability scores, you increase | Eerie Token - Remote Viewing: 1 Action
| Special one of those scores by 2 and increase a different score
by 1, or you increase three different scores by 1. * Hex Magic • VRGtR 19
* Vanish • PHB 92 You can cast the disguise self and hex spells with this
You can use the Hide action as a bonus action on your | Increase two scores (+2 / +1) • trait. Once you cast either of these spells with this trait,
turn. Also, you can’t be tracked by nonmagical means, Increase one of these scores by 2 and a different you can’t cast that spell with it again until you finish a
unless you choose to leave a trail. score by 1. long rest. You can also cast these spells using any
spell slots you have.
| 1 Bonus Action * Languages • VRGtR 15
Your character can speak, read, and write Common Intelligence, Wisdom, or Charisma is your spellcasting
* Misty Wanderer • TCoE 59 and one other language that you and your DM agree is ability for these spells (choose the ability when you
You can cast <em>misty step</em> without expending appropriate for the character. gain this lineage).
a spell slot. You can do so 4 times, and you regain all
expended uses when you finish a long rest. * Size • VRGtR 18 | Wisdom •
In addition, whenever you cast misty step, you can You are Medium or Small. You choose the size when Wisdom is your spellcasting ability for these spells
bring along one willing creature you can see within 5 ft. you gain this lineage.
of you. That creature teleports to an unoccupied space * Creature Type • VRGtR 18
of your choice within 5 ft. of your destination space. * Speed • VRGtR 19 You are a Fey.
Your walking speed is 30 feet.
| Special

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Ranger 20 Xaiverthebold
CLASS & LEVEL PLAYER NAME
Séan (lvl. 20 variant)
Hexblood Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FEATS ===

* Fighting Initiate • TCoE 80


You learn one Fighting Style option of your choice from
the fighter class.

| Archery • PHB
You gain a +2 bonus to attack rolls you make with
ranged weapons.

* Medium Armor Master • PHB 168


Wearing medium armor doesn't impose disadvantage
on your Stealth checks. When you wear medium
armor, you can add 3, rather than 2, to your AC if you
have a DEX of 16 or higher.

* Sharpshooter • PHB 170


Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls and your ranged
weapon attacks ignore half cover and three-quarters
cover. Before you make an attack with a ranged
weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll to add +10 to the
attack's damage.

* Magic Initiate (Druid) • PHB


You learn two cantrips of your choice from the druid
spell list. You learn one 1st-level spell from that same
list and can cast it at its lowest level once per long rest.

* Piercer • TCoE 80
You gain a bonus to Strength or Dexterity. Once per
turn, you can reroll the piercing damage from an
attack. On a critical hit, you can roll one additional
damage die.

| Piercer: Reroll Damage: Special

| Piercer: Critical Hit: Special

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Séan (lvl. 20 variant)
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 18 +10
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Infestation Magic Initiate (Druid) CON 18 1A 30 ft. V,S,M Instantaneous XGtE 158 V/S/M

O Resistance <C> Magic Initiate (Druid) -- 1A Touch V,S,M Concentration, up to 1 minute PHB 272 D: 1m, V/S/M

P Druidcraft Fighting Style (Always Prepared) -- 1A 30 ft. V,S Instantaneous PHB 236 V/S

P Poison Spray Fighting Style (Always Prepared) CON 18 1A 10 ft. V,S Instantaneous PHB 266 V/S

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

O Hail of Thorns <C> Ranger DEX 18 1BA Self V Concentration, up to 1 minute PHB 249 D: 1m, V

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

O Ensnaring Strike <C> Ranger STR 18 1BA Self V Concentration, up to 1 minute PHB 237 D: 1m, V

O Entangle <C> Magic Initiate (Druid) STR 18 1A 90 ft./20 ft. Square V,S Concentration, up to 1 minute PHB 238 1/LR, D: 1m, 20 ft. Square, V/S

O Hex <C> Hex Magic -- 1BA 90 ft. V,S,M Concentration, up to 1 hour PHB 251 1/LR, D: 1h, V/S/M

P Hex <C> Hex Magic (Always Prepared) -- 1BA 90 ft. V,S,M Concentration, up to 1 hour PHB 251 D: 1h, V/S/M

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

P Disguise Self Hex Magic (Always Prepared) -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

P Charm Person Fey Wanderer Magic (Always Prepared) WIS 18 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S

P Speak with Animals Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

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

O Cordon of Arrows Ranger DEX 18 1A 5 ft. V,S,M 8 hours PHB 228 D: 8h, V/S/M

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

P Misty Step Fey Wanderer Magic (Always Prepared) -- 1BA Self V Instantaneous PHB 260 V

O Misty Step Misty Wanderer -- 1BA Self V Instantaneous PHB 260 1 Use (4/4), V

P Beast Sense <C> Primal Awareness (Always Prepared) -- 1A Touch S Concentration, up to 1 hour PHB 217 1/LR, D: 1h, S

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

O Conjure Barrage Ranger DEX 18 1A Self/60 ft. Cone V,S,M Instantaneous PHB 225 60 ft. Cone, V/S/M

O Revivify Ranger -- 1A Touch V,S,M Instantaneous PHB 272 V/S/M

P Dispel Magic Fey Wanderer Magic (Always Prepared) -- 1A 120 ft. V,S Instantaneous PHB 234 Special: (See Description)*, V/S

P Summon Fey <C> Fey Reinforcements (Always Prepared) -- 1A 90 ft. V,S,M Concentration, up to 1 hour TCoE 112 1/LR, D: 1h, V/S/M

P Speak with Plants Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

=== 4th LEVEL === 3 Slots OOO

O Dominate Beast <C> Ranger WIS 18 1A 60 ft. V,S Concentration, up to 1 minute PHB 234 Ext. D: (See Description)*, D: 1m, V/S

O Conjure Woodland Beings <C> Ranger -- 1A 60 ft. V,S,M Concentration, up to 1 hour PHB 226 Creatures: (See Description)*, D: 1h, V/S/M

P Dimension Door Fey Wanderer Magic (Always Prepared) -- 1A 500 ft. V Instantaneous PHB 233 V

P Locate Creature <C> Primal Awareness (Always Prepared) -- 1A Self V,S,M Concentration, up to 1 hour PHB 256 1/LR, D: 1h, V/S/M

=== 5th LEVEL === 2 Slots OO

O Conjure Volley Ranger DEX 18 1A 150 ft./40 ft. Cylinder V,S,M Instantaneous PHB 226 40 ft. Cylinder, V/S/M

O Greater Restoration Ranger -- 1A Touch V,S,M Instantaneous PHB 246 V/S/M

P Mislead <C> Fey Wanderer Magic (Always Prepared) -- 1A Self S Concentration, up to 1 hour PHB 260 D: 1h, S

P Commune with Nature Primal Awareness (Always Prepared) -- 1m Self V,S Instantaneous PHB 224 1/LR, V/S

SPELLS

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