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Ranger - Beast Master 5 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Drow Elf 6500


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +3 45ft
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 39


● +5
Strength
DEXTERITY .
+3



+6

+1
Dexterity
Constitution
39
CURRENT HIT POINTS IDEALS
0
Intelligence
14+2 +2
Wisdom
0
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+3
Acrobatics (Dex) Total 5 SUCCESSES
12 ●
+5
Animal Handling (Wis) 1d10 FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5
Athletics (Str)

0 0
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) (1) Outlander Feature: Wanderer.
Longsword +5 1d8+2 You have an excellent memory for maps and geography,
10 +2
Insight (Wis) and you can always recall the general layout of terrain,
settlements, and other features around you. In addition,
0
Intimidation (Cha) Longbow +9 1d8+4 you can find food and fresh water for yourself and up to five
other people each day, provided that the land offers
WISDOM 0
Investigation (Int) berries, small game, water and so forth.

+2
Medicine (Wis)
+2 ●
+3
Nature (Int)
(1) Favored Enemy: Orcs, Goblins
You have advantage on WIS checks to track your favored
Armor: +1 Studded Leather enemies, as well as on INT checks to recall information
about them.
13+1

+5
Perception (Wis)
(1) Natural Explorer: Forest
0
Performance (Cha)
Shield: +2 to AC You aren't slowed in favored terrain. Cannot be lost except
by magical means. Even when endangered, you remain
CHARISMA +3
Persuasion (Cha) alert to danger. Alone, you can move stealthily at normal
pace. Find twice as much food when foraging. While
0
Religion (Int)
+4 Sleight of Hand (Dex)
tracking, also learn their exact number, sizes and how long
ago they passed through.


+6
Stealth (Dex) (2) Fighting Style, Archery: You gain a +2 bonus to attack
18 rolls you make with a ranged weapon.

+5
Survival (Wis)
(3) Ranger Arch: Beast Master.
Your beast can be a medium or smaller creature that has a
SKILLS ATTACKS & SPELLCASTING
challenge rating of 1/4 or less. Your beast obeys your
commands as best it can. It takes its turn with you. It can
make a move when you move. But you both share one
15 PASSIVE WISDOM (PERCEPTION)
+1 Longbow, Longsword,
action per round. If the beast dies, you can spend 8 hours
magically bonding with another beast that isn't hostile to
CP
Shield, 40 arrows, you.

+1 Studded Leather, Lute, (3) Ranger's Companion: Owl


Languages: SP
Staff, hunting trap, (see allies page 2)

traveler's clothes, belt (3) Primeval Awareness: For 1 min/level of spell slot, you
pouch, bright green feather, can sense the presence within 1 mile of you the following
EP
Musical Proficiency: Lute. rabbit's foot, backpack, 5
creatures [6 miles if favored terrain], (aberrations,
celestials, dragons, elementals, fey, fiends, or undead)
torches, 50' silk rope, (4) Feat: Mobile
GP
Weapons: Simple and Martial. hammer, 5 pitons, You are exceptionally speedy and agile. You gain the
waterskin, 10 rations, following benefits: Your speed increases by 10 feet. When
you use Dash, difficult terrain doesn't cost extra movement.
PP blanket, bedroll, tent, chalk, When you make a melee attack against a creature, you
Armor: Light, medium, shields. steel mirror, oil flask, fishing don't provoke attacks of opp from that creature for the rest
of the turn, whether you hit or not.
tackle, tinderbox.
(5) Extra Attack: You can attack twice, instead of once,
whenever you take the Attack action on your turn.

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 14, HP 20, Speed 60ft. NAME


STR 3(-4), DEX 13(+1) CON 8
(-1), INT 1(-4), WIS 12(+1),
CHA 7(-2) Skills: Perc+6,
Stealth+6 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 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Speak with Animals

Cure Wounds
4
Hunter's Mark
SPELLS KNOWN

2 2
Beast Sense

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

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