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Carrion Master Ranger 7 Outlander Draca

Flit Verdantrim
CLASS & LEVEL BACKGROUND PLAYER NAME

Ferret (Laetine) CN
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION I'm driven by a wanderlust that led me away from home.

16 3 35
STRENGTH
I place no stock in wealthy or well-mannered folk, money and

0
manners won't save you from a hungry owlbear. or zombears
ARMOR
+3
I feel far more comfortable around animals and undead than
PROFICIENCY BONUS CLASS INITIATIVE SPEED people.

10 PERSONALITY TRAITS

Hit Point Maximum 60


3 Strength Change: Life is like the seasons, in

60
DEXTERITY constant change, and we must change
6 Dexterity

3 2 Constitution
with it.

0 Intelligence CURRENT HIT POINTS IDEALS

16 2 Wisdom
Tibbers is my best friend for
1 Charisma
life, or unlife in Tibbers's
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS case.
2
BONDS

3 Acrobatics (Dex) Total 7 SUCCESSES There's no room for caution


14 in a life lived to the fullest.


5 Animal Handling (Wis)
0 Arcana (Int)
d10 FAILURES

HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 3 Athletics (Str)

0

1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE - Noodle Body: Your long body offers you the flexibility necessary to squeeze
into tighter spaces than anyone else in the world; one can almost imagine
Rapier +6 1d8+3 S pouring you into a teacup. You can move through the space of any creature

10 2 Insight (Wis) that is of a size larger than yours. You may also treat yourself as Tiny for the
purposes of determining how much space you take up and what your body can

Sh. Sword +6 1d6+3 P


fit into. For instance, your body can squeeze through any hole so long as your
1 Intimidation (Cha) head can fit through it (usually about six inches).

WISDOM 3 Investigation (Int) - Slippery Thoughts: You have resistance to psychic damage. In addition, you

Longbow +6 1d8 P are immune to the detect thoughts spell unless cast by a laetine.

2 2 Medicine (Wis) - Malleable Mind: As a ferret, you have the ability to adapt instincts which are

3 Nature (Int) Psn Spray DC14 2d12 Psn automatic to most people. With a brief period of focus and deliberation, you
can prime your mind for a specific task. At the end of a short or long rest,
choose one of the following skills: Insight, Investigation, Perception, or

15 5 Perception (Wis) Thorn Whip +5 2d6 P Survival. you are treated as proficient in that skill until you choose a different
one.

1 Performance (Cha) - Court Tinkers: The large cities of Allemance are filled with clockwork wonders
which serve the needs of its people. There is a gear-headed laetine in the

1 Persuasion (Cha) belfry of every Alley clocktower. You have proficiency with tinker’s tools. With
CHARISMA one minute of study, you can discern the trigger or means of operating any
device that you can hold or whose main moving parts you can see.
0 Religion (Int)

1 3 Sleight of Hand (Dex)


9 Stealth (Dex)
- Wanderer: You have an excellent memory for maps and geography, and you
can always recall the general layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh water for yourself and up
to five other people each day provided that the land offers berries, small game,
water, and so forth.
12 5 Survival (Wis)
- Favored Foe: When you hit a creature with an attack roll, you can call on your
mystical bond with nature to mark the target as your favored enemy for 1
minute or until you lose your concentration (as if you were concen­trating on a
SKILLS ATTACKS & SPELLCASTING spell).
The first time on each of your turns that you hit the favored enemy and deal
damage to it, includ­ing when you mark it, you can increase that dam­age by
1d4.

15
Rapier, Short Sword, Longbow, Quiver of 60 You can use this feature to mark a favored enemy a number of times equal to
PASSIVE WISDOM (PERCEPTION) arrows your prof bonus, and you regain all expended uses when you finish a long rest.
CP This feature's extra damage increases when you reach certain levels in this
class: to 1d6 at 6th level and to 1d8 at 14th level.
Traveler's Clothes, Breastplate, Boots of Striding
and Springing, Belt Pouch holding money - Canny: Your profi­ciency bonus is doubled for any ability check you
Light Armor SP
make that uses Stealth.
2 Common Healing Potions
Medium Armor - Fighting Style - Druidic Warrior: You learn two cantrips of your choice from
the druid spell list. They count as ranger spells for you, and Wisdom is your
Shields Dungeoneer's Pack: Backpack, Crowbar,
spellcasting ability for them. When­ ever you gain a level in this class, you can
Hammer, 10 Pitons, Tinderbox, Waterskin, 50ft
Simple Weapons EP Hemp Rope, Leatherworker's Tools, Tinker's
replace one of these cantrips with another cantrip from the druid spell list.

Martial Weapons Tools - Primal Awareness: You can focus your awareness through the
Common intercon­nections of nature: you learn additional spells when you reach certain

22
levels in this class if you don't already know them, as shown in the Primal
Allemanc-ian GP Velcro legged Pest Mascot plushie, with a Awareness Spells table. These spells don't count against the number of ranger
spells you know.
Orian looped cord tied at the rear end. (this is a
You can cast each of these spells once without expending a spell slot. Once
comfort item for Flit and Tibbers.)
Draconic you cast a spell in this way, you can't do so again until you finish a long rest.

Sylvan PP Carrying Weight: 82.5 lbs


Leatherworker's Tools (without backpack 36 lbs)

Tinker's Tools

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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27 3'7" 43 lbs
Flit
AGE HEIGHT WEIGHT
Light Burgundy, Pale pink nose Rich golden undercoat Rich reddish brown
CHARACTER NAME EYES SKIN HAIR

Insert text here


NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

- Carrion Crafting: Starting at 3rd level, you gain proficiency with leatherworker’s tools. As part of a short or long rest, you can transform the corpse of
a beast into a carrion companion. Choose its stat block- Zombie-Touched, Skeleton-Touched, or Shadow-Touched- which uses your proficiency
Flit wears a short-sleeved shirt bonus in several places.
In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless
under his Breastplate, both you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can
also sacrifice one of your attacks when you take the Attack action to command your companion to take the Attack action. If you are incapacitated, the
under a long-sleeved, hooded beast can take any action of its choice, not just Dodge.
You can also command any other undead under your control as part of the bonus action used to command your companion.
leather Duster Jacket made to You can disguise your carrion companion as a living animal if you wish. To discern your undead pet's true form, an observer must make a Wisdom
(Perception) check against your passive Dexterity (Leatherworker’s Tools) check.
look and smell a bit like days-old If the carrion companion has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. It returns to
life after 1 minute with all its hit points restored. When you finish a long rest, you can create a different carrion companion. You choose its stat block
carrion. He also wears shorts and appearance. If you already have a companion from this feature, it is reduced to ashes when the new corpse is animated.

that end just over his Boots of - Grim Bond: Also at 3rd level, undead are healed by spells you cast that restore hit points. Additionally, if you spend hit dice to heal as part of a short
rest, you can also apply that healing to any undead under your control.
Striding and Springing. Covering - Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

his lightly colored face is a - Roving: Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

leather mask resembling a - The Dread Compromise Spreads: As you grow in power, the dark whispers which command your companion also begin to affect other undead.
Your influence spreads and your divergence from your ranger peers continues. Starting at 7th level, you can use your action to raise the corpse of a
zombified version of his own Medium or Small humanoid or beast you touch as a zombie under your control or bring a zombie within 30 feet under your control. You can only
control one zombie at a time with this feature.
visage. Additionally, your companion’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and
damage.

Dressing like this helps protect


him against the undead that
Tibbers tends to create, at least ADDITIONAL FEATURES & TRAITS

for the moment before Flit can


exert control over them, or so he
believes...

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wis 14 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Poison Spray
Thorn Whip

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 0 7
EPAR
SPELL NAME
ED
PR

Entangle
False Life (1 use w/o a slot)
4
Hunter's Mark
Longstrider
Speak with Animals (1 use w/o a slot)
SPELLS KNOWN

2 3 0
Beast Sense (1 use w/o a slot)
Darkvision
Share Harm (1 use w/o a slot)
5
Silence

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

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