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Ranger 4 / Druid 5 Mj_Temple

CLASS & LEVEL PLAYER NAME


Malkia
Eladrin (Variant) Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +7 Dexterity
+2 Constitution +3 13 71 71 --
+0 +1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
10
+0 Charisma
Total
4d10 + 5d8 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+3 being charmed DEFENSES HIT DICE DEATH SAVES

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+2 +3

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


15 P +4 Athletics STR Horn
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
+1 History INT Common, Draconic, Druidic, Elvish, Goblin
INTELLIGENCE
+3 Insight WIS
30 ft. (Walking)
+1 +0 Intimidation CHA
P +5 Investigation INT
13 +3 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM P +7 Perception WIS


+0 Performance CHA === ACTIONS === points, or die).
+3 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Colossus Slayer
+1 Religion INT
17 Opportunity Attack, Grapple, Shove, Improvise, Once per turn, when you hit a creature with a
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object weapon attack, the creature takes an extra 1d8
damage if it’s below its HP maximum.
P +7 Stealth DEX Wild Shape • 2 / Short Rest
CHARISMA As an action, you can magically assume the shape Natural Recovery • 1 / Long Rest
P +7 Survival WIS
of a beast that you have seen before twice per short Once per long rest during a short rest, you choose
expended spell slots to recover. The spell slots can
+0 rest. [2nd] Max CR 1/4 (no flying or swimming speed)
[4th] Max CR 1/2 (no flying speed) [8th] Max CR 1 have a combined level of up to 3, and none of the
slots can be 6th level or higher.
You can stay in beast shape for 2 hours before
11 reverting back to your normal form (or as a bonus
action earlier or if you fall unconscious, drop to 0 hit
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

17 PASSIVE WISDOM (PERCEPTION)


Dagger of Venom +8 1d4+4 Piercing+2d10 Poison 1 Charge, Simple, Finesse, Light, Thrown, Range (20/60)

Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

13 PASSIVE WISDOM (INSIGHT)

Shortsword +7 1d6+3 Piercing Martial, Finesse, Light


15 PASSIVE INTELLIGENCE (INVESTIGATION)
Shortsword, +1 +8 1d6+4 Piercing Martial, Finesse, Light

Darkvision 60 ft. Unarmed Strike +4 1 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 4 / Druid 5 Mj_Temple
CLASS & LEVEL PLAYER NAME
Malkia
Eladrin (Variant) Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== DRUID FEATURES === exact number, sizes, and how long ago they passed
| 1 / Long Rest • Special through the area.
* Hit Points • PHB 65
* Circle Spells • PHB 68 | Underdark • PHB
* Proficiencies • PHB 65 You are particularly familiar with one type of natural
* Wild Shape Improvement • PHB 66 environment and are adept at traveling and surviving in
* Druidic • PHB 66 While using your Wild Shape feature, you can such regions.
You know Druidic, the secret language of druids. transform into beasts of CR 1/2 or lower that don't
have a flying speed. * Fighting Style • PHB 91
* Spellcasting • PHB 66 You adopt a particular style of fighting as your
You can cast prepared druid spells using WIS as your * Ability Score Improvement • PHB 67 specialty.
spellcasting modifier (Spell DC 15, Spell Attack +7)
and prepared druid spells as rituals if they have the === RANGER FEATURES === | Two-Weapon Fighting • PHB
ritual tag. You can use a druidic focus as a spellcasting When you engage in two-weapon fighting, you can add
focus. * Hit Points • PHB 90 your ability modifier to the damage of the second
attack.
* Wild Shape • PHB 66 * Proficiencies • PHB 90
As an action, you can magically assume the shape of * Spellcasting • PHB 91
a beast that you have seen before twice per short rest. * Favored Enemy • PHB 91 You can cast known ranger spells using WIS as your
You have advantage on Survival checks to track your spellcasting modifier (Spell DC 15, Spell Attack +7).
You can stay in beast shape for 2 hours before favored enemies, as well as on INT checks to recall
reverting back to your normal form (or as a bonus information about them. You also learn one language * Ranger Archetype • PHB 92
action earlier or if you fall unconscious, drop to 0 hit of your choice that is spoken by your favored enemies,
points, or die). if they speak one at all. | Hunter

| 2 / Short Rest • 1 Action | Undead • PHB * Primeval Awareness • PHB 92


Undead are once-living creatures brought to a As an action, you can expend one ranger spell slot (1
* Druid Circle • PHB 67 horrifying state of undeath through the practice of minute per level of spell slot) to sense whether any
necromantic magic or some unholy curse. aberrations, celestials, dragons, elementals, fey,
| Circle of the Land (Underdark) fiends, or undead are present within 1 mile of you (or
* Natural Explorer • PHB 91 within up to 6 miles if you are in your favored terrain).
* Bonus Cantrip • PHB 68 You have a favored terrain type. Your proficiency This feature doesn’t reveal the creatures’ location or
You learn one additional druid cantrip of your choice. bonus is doubled for proficient skills when you make number.
This cantrip doesn’t count against the number of druid an INT or WIS check related to it. While traveling for
cantrips you know. an hour or more in your chosen terrain, difficult terrain | 1 Action
doesn’t slow your group’s travel, your group can’t
* Natural Recovery • PHB 68 become lost except by magical means, you remain * Hunter’s Prey • PHB 93
Once per long rest during a short rest, you choose alert to danger even when you are engaged in another You gain an additional attack feature.
expended spell slots to recover. The spell slots can activity, you can move stealthily at a normal pace
have a combined level of up to 3, and none of the slots (while alone), you find twice as much food while | Colossus Slayer • PHB
can be 6th level or higher. foraging, and while tracking creatures, you learn the Once per turn, when you hit a creature with a weapon

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Dagger of Venom 1 1 lb. Clothes, Traveler's 1 4 lb.

Oil of Sharpness 1 -- Bedroll 1 7 lb.

SP 0 Ring of Swimming 1 -- Mess Kit 1 1 lb.

Potion of Healing (Superior) 1 0.5 lb. Rations (1 day) 10 20 lb.


EP 0 Potion of Cold Resistance 4 -- Rope, Hempen (50 feet) 1 10 lb.

Potion of Necrotic Resistance 5 -- Tinderbox 1 1 lb.


GP 150 Shortsword, +1 1 2 lb. Torch 10 10 lb.

Leather 1 10 lb. Waterskin 1 5 lb.


PP 0 Quarterstaff 1 4 lb.

Shortsword 1 2 lb.
WEIGHT CARRIED

115.5 lb. Shortsword 1 2 lb.

ENCUMBERED Longbow 1 2 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Arrows 20 1 lb.

PUSH/DRAG/LIFT Backpack 1 5 lb.

0 lb. Hunting Trap 1 25 lb.

EQUIPMENT

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Ranger 4 / Druid 5 Mj_Temple
CLASS & LEVEL PLAYER NAME
Malkia
Eladrin (Variant) Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

attack, the creature takes an extra 1d8 damage if it’s


below its HP maximum.

| Special

* Ability Score Improvement • PHB 92

=== ELADRIN (VARIANT) RACIAL TRAITS ===

* Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.

* Keen Senses • BR 23
You have proficiency in the Perception skill.

* Fey Ancestry • BR 23
You have advantage on saves against being charmed,
and magic can’t put you to sleep.

* Trance • BR 23
You don't need to sleep, but meditate semiconsciously
for 4 hours a day. While meditating, you can dream
after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
practice. After resting in this way, you gain the same
benefit that a human does from 8 hours of sleep.

* Elf Weapon Training • DMG


You have proficiency with the longsword, shortsword,
shortbow, and longbow.

* Fey Step • DMG


Once per short rest, you can cast the misty step spell.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Female Medium
GENDER AGE SIZE HEIGHT WEIGHT
Malkia Chaotic Neutral
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I place no stock in wealthy or well-mannered folk.


Money and manners won’t save you from a hungry
owlbear.

PERSONALITY TRAITS

Change. Life is like the seasons, in


constant change, and we must
change with it. (Chaotic)
IDEALS

I am the last of my tribe, and it is up to me to


ensure their names enter legend.

BONDS

I am slow to trust members of other races,


tribes, and societies.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS / WIS 15 / 15 +7 / +7
Ranger / Druid
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 Poison Spray Druid CON 15 1A 10 ft. V,S Instantaneous PHB 266 V/S

O Frostbite Druid CON 15 1A 60 ft. V,S Instantaneous EE 156 V/S

O Mending Druid -- 1m Touch V,S,M Instantaneous PHB 259 V/S/M

O Druidcraft Bonus Cantrip -- 1A 30 ft. V,S Instantaneous PHB 236 V/S

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

O Detect Poison and Disease <C> Ranger -- 1A Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

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

O Speak with Animals Ranger -- 1A Self V,S 10 minutes PHB 277 D: 10m, V/S

O Charm Person Druid WIS 15 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S

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

O Animal Friendship Druid WIS 15 1A 30 ft. V,S,M 24 hours PHB 212 D: 24h, V/S/M

O Create or Destroy Water Druid -- 1A 30 ft./30 ft. Cube V,S,M Instantaneous PHB 229 30 ft. Cube, V/S/M

O Detect Magic [R]<C> Druid -- 1A + 10m Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease [R]<C> Druid -- 1A + 10m Self/30 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Entangle <C> Druid STR 15 1A 90 ft./20 ft. Square V,S Concentration, up to 1 minute PHB 238 D: 1m, 20 ft. Square, V/S

O Faerie Fire <C> Druid DEX 15 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V

O Fog Cloud <C> Druid -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 1 hour PHB 243 D: 1h, 20 ft. Sphere, V/S

O Goodberry Druid -- 1A Touch V,S,M Instantaneous PHB 246 V/S/M

O Healing Word Druid -- 1BA 60 ft. V Instantaneous PHB 250 V

O Jump Druid -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Druid -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Purify Food and Drink [R] Druid -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Speak with Animals [R] Druid -- 1A + 10m Self V,S 10 minutes PHB 277 D: 10m, V/S

O Thunderwave Druid CON 15 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

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

O Beast Bond <C> Druid -- 1A Touch V,S,M Concentration, up to 10 minutes EE 150 D: 10m, V/S/M

O Earth Tremor Druid DEX 15 1A 10 ft. V,S Instantaneous EE 155 V/S

O Ice Knife Druid DEX 15 / +7 1A 60 ft./5 ft. Sphere S,M Instantaneous EE 157 5 ft. Sphere, S/M

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

O Animal Messenger [R] Druid -- 1A 30 ft. V,S,M 24 hours PHB 212 D: 24h, V/S/M

O Moonbeam <C> Druid CON 15 1A 120 ft./5 ft. Cylinder V,S,M Concentration, up to 1 minute PHB 261 D: 1m, 5 ft. Cylinder, V/S/M

P Spider Climb <C> Druid (Always Prepared) -- 1A Touch V,S,M Concentration, up to 1 hour PHB 277 D: 1h, V/S/M

P Web <C> Druid (Always Prepared) DEX 15 1A 60 ft./20 ft. Cube V,S,M Concentration, up to 1 hour PHB 287 D: 1h, 20 ft. Cube, V/S/M

O Barkskin <C> Druid -- 1A Touch V,S,M Concentration, up to 1 hour PHB 217 D: 1h, V/S/M

O Darkvision Druid -- 1A Touch V,S,M 8 hours PHB 230 D: 8h, V/S/M

O Enhance Ability <C> Druid -- 1A Touch V,S,M Concentration, up to 1 hour PHB 237 D: 1h, V/S/M

O Find Traps Druid -- 1A 120 ft. V,S Instantaneous PHB 241 V/S

O Flame Blade <C> Druid +7 1BA Self V,S,M Concentration, up to 10 minutes PHB 242 D: 10m, V/S/M

O Flaming Sphere <C> Druid DEX 15 1A 60 ft./5 ft. Sphere V,S,M Concentration, up to 1 minute PHB 242 D: 1m, 5 ft. Sphere, V/S/M

O Gust of Wind <C> Druid STR 15 1A Self V,S,M Concentration, up to 1 minute PHB 248 D: 1m, V/S/M

O Heat Metal <C> Druid -- 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 250 D: 1m, V/S/M

O Hold Person <C> Druid WIS 15 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

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

O Locate Animals or Plants [R] Druid -- 1A + 10m Self V,S,M Instantaneous PHB 256 V/S/M

O Locate Object <C> Druid -- 1A Self V,S,M Concentration, up to 10 minutes PHB 256 D: 10m, V/S/M

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

O Protection from Poison Druid -- 1A Touch V,S 1 hour PHB 270 D: 1h, V/S

SPELLS

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WIS / WIS 15 / 15 +7 / +7
Ranger / Druid
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
O Spike Growth <C> Druid -- 1A 150 ft./20 ft. Sphere V,S,M Concentration, up to 10 minutes PHB 277 D: 10m, 20 ft. Sphere, V/S/M

O Dust Devil <C> Druid STR 15 1A 60 ft./5 ft. Cube V,S,M Concentration, up to 1 minute EE 154 D: 1m, 5 ft. Cube, V/S/M

O Earthbind <C> Druid STR 15 1A 300 ft. V Concentration, up to 1 minute EE 154 D: 1m, V

O Skywrite [R]<C> Druid -- 1A + 10m Sight V,S Concentration, up to 1 hour EE 165 D: 1h, V/S

O Warding Wind <C> Druid -- 1A Self/10 ft. Sphere V Concentration, up to 10 minutes EE 170 D: 10m, 10 ft. Sphere, V

O Misty Step Fey Step -- 1BA Self V Instantaneous PHB 260 1/SR, V

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

O Dispel Magic Druid -- 1A 120 ft. V,S Instantaneous PHB 234 Special: (See Description)*, V/S

P Gaseous Form <C> Druid (Always Prepared) -- 1A Touch V,S,M Concentration, up to 1 hour PHB 244 D: 1h, V/S/M

P Stinking Cloud <C> Druid (Always Prepared) CON 15 1A 90 ft./20 ft. Sphere V,S,M Concentration, up to 1 minute PHB 278 D: 1m, 20 ft. Sphere, V/S/M

O Call Lightning <C> Druid DEX 15 1A 120 ft./60 ft. Cylinder V,S Concentration, up to 10 minutes PHB 220 D: 10m, 60 ft. Cylinder, V/S

O Conjure Animals <C> Druid -- 1A 60 ft. V,S Concentration, up to 1 hour PHB 127 Creatures: (See Description)*, D: 1h, V/S

O Daylight Druid -- 1A 60 ft./60 ft. Sphere V,S 1 hour PHB 230 D: 1h, 60 ft. Sphere, V/S

O Meld into Stone [R] Druid -- 1A + 10m Touch V,S 8 hours PHB 259 D: 8h, V/S

O Plant Growth Druid -- S 150 ft. V,S Instantaneous PHB 266 V/S

O Protection from Energy <C> Druid -- 1A Touch V,S Concentration, up to 1 hour PHB 270 D: 1h, V/S

O Sleet Storm <C> Druid DEX 15 1A 150 ft./40 ft. Cylinder V,S,M Concentration, up to 1 minute PHB 276 D: 1m, 40 ft. Cylinder, V/S/M

O Speak with Plants Druid -- 1A Self V,S 10 minutes PHB 277 D: 10m, V/S

O Water Breathing [R] Druid -- 1A + 10m 30 ft. V,S,M 24 hours PHB 287 D: 24h, V/S/M

O Water Walk [R] Druid -- 1A + 10m 30 ft. V,S,M 1 hour PHB 287 D: 1h, V/S/M

O Wind Wall <C> Druid STR 15 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 288 D: 1m, V/S/M

O Erupting Earth Druid DEX 15 1A 120 ft./20 ft. Cube V,S,M Instantaneous EE 155 20 ft. Cube, V/S/M

O Flame Arrows <C> Druid -- 1A Touch V,S Concentration, up to 1 hour EE 156 D: 1h, V/S

O Tidal Wave Druid DEX 15 1A 120 ft. V,S,M Instantaneous EE 168 V/S/M

O Wall of Water <C> Druid -- 1A 60 ft. V,S,M Concentration, up to 10 minutes EE 170 D: 10m, V/S/M

O Freedom of the Waves Druid STR 15 1A 120 ft./10 ft. Cylinder V,S,M Instantaneous CR 10 ft. Cylinder, V/S/M

SPELLS

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