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Ranger 1 Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME

Talenta (Stout) Halfling Lawful Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16
I would rather make a new friend than a new enemy.
+3 25 ft.
+1 ARMOR
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 13


● +3 Strength
DEXTERITY There's a spark of good in everyone.
● +5 Dexterity

+3 +3 Constitution
IDEALS
CURRENT HIT POINTS
-1 Intelligence

16 +1 Wisdom
I'm trying to pay off an old debt I owe to the Boromar
+0 Charisma
crime family.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
+1 Acrobatics (Dex) Total 1d10 SUCCESSES
If there's a plan, I'll forget it. If I don't forget it, I'll ignore
16 ● +3 Animal Handling (Wis) FAILURES it.

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +1 Athletics (Str)

-1 ● +2 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
-1 History (Int) Lucky. When you roll a 1 on an attack roll, ability check, or
shortsword +5 1d6 + 3 piercing
8 +1 Insight (Wis) saving throw, you can reroll the die and must use the new
roll.
+0 Intimidation (Cha) shortsword off-hand +5 1d6 piercing

WISDOM -1 Investigation (Int) Brave. You have advantage on saving throws against being
shortbow * +5 1d6 + 3 piercing
+1 Medicine (Wis) frightened.
+1 -1 Nature (Int) * ammunition (range 80/320)
Halfling Nimbleness. You can move through the space of
● +3 Perception (Wis)
13 any creature that is of a size larger than yours.
+0 Performance (Cha)
+0 Stout Resilience. You have advantage on saving throws
Persuasion (Cha)
CHARISMA against poison, and you have resistance against poison
-1 Religion (Int)
damage.
+0 +3 Sleight of Hand (Dex)
● +5 Stealth (Dex) Favored Enemy. Your favored enemies are humans and

10 ● +3 Survival (Wis)
half-elves. You have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on Intelligence

SKILLS ATTACKS & SPELLCASTING checks to recall information about them.

13 PASSIVE WISDOM (PERCEPTION)


scale mail
CP
shortsword (2)
shortbow
SP arrows (20)
Armor: Light armor, medium armor, shields
explorer's pack
Weapons: Simple weapons, martial weapons
crowboar
Tools: Dice, thieves' tools EP
dark common clothes (including a hood)
Languages: Common, Elvish, Halfling

GP 15

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 3' 3" 45
AGE HEIGHT WEIGHT

Hazel Tan Black


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network o f other criminals. You know
You hail from the Talenta Plains far to the northeast. You how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt
were an accomplished tracker and warrior of the Boromar caravan masters, and seedy sailors who can deliver messages for you.
tribe of nomads, but you were invited to travel to Sharn and
aid your Boromor cousins there in some "territorial Natural Explorer. You are particularly familiar with the grassland environment and are adept at traveling and surviving in such
disputes". regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you
are using a skill that you’re proficient in.
When you arrived in Sharn, the Boromars native to the city While traveling for an hour or more in your favored terrain, you gain the following benefits:
welcomed you as family and set you up comfortably. In • Difficult terrain doesn’t slow your group’s travel.
return, they requested certain "favors" of you. Your • Your group can’t become lost except by magical means.
city-dwelling cousin Hagran personally taught you many • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to
aspects of living in this strange land so far from your roots. danger.
He told you to beware the "Watchmen" a rival tribe of • If you are traveling alone, you can move stealthily at a normal pace.
envious warriors always seeking a stake on the Boromar's • When you forage, you find twice as much food as you normally would.
territory, and how many tribes owed the Boromar clan for • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
favors they do them, like protecting them from danger.

Naively, you believed everything Hagran and the other


city-dwelling Boromars taught you, at first. Eventually,
however, the illicit nature of your actions began to dawn on
ADDITIONAL FEATURES & TRAITS
you. The only danger you were helping "protect" other
tribes from was the vengeance of the Boromars for missing
tributes. And the "Watchmen" were no mere rival gang, but
the duly appointed peacekeepers of the city. You could no
longer willingly partake in such illicit activity.

You revealed your concerns to Hagran, and taking pity on


you, he offered to smooth things over with the rest of the
Boromar clan of Sharn. However, because you stilled owed
the Boromar family for paying your way to Sharn and taking
you in, they would now consider you indebted to them.

Now you make your own way, to pay your debts, trying to
not break any more laws along the way...

CHARACTER BACKSTORY TREASURE

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

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