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• +11 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +11 Dexterity
+6 Constitution +5 20 240 --
+5 +5 Intelligence
CLASS
+5 Wisdom INITIATIVE HIT POINTS
21
+0 Charisma
8d10 + 8d10 + 4d8
Total SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage Against
+5 plants that are magically
created or manipulated
DEFENSES HIT DICE DEATH SAVES
to impede movement
21 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+6 P
P
+11
+11
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
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Ranger 8 / Fighter 8 / Monk 4 RWalk97
CLASS & LEVEL PLAYER NAME
Kom'rk (20)
Orc Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== RANGER FEATURES === such regions. you don't issue a command, the beast takes the
Dodge action.
* Hit Points • PHB 90 | Mountain • PHB
You are particularly familiar with one type of natural * Ability Score Improvement • PHB 92
* Proficiencies • PHB 90 environment and are adept at traveling and surviving in
such regions. * Extra Attack • PHB 92
* Favored Enemy • PHB 91 You can attack twice whenever you take the Attack
You have advantage on Survival checks to track your * Fighting Style • PHB 91 action on your turn.
favored enemies, as well as on INT checks to recall You adopt a particular style of fighting as your
information about them. You also learn one language specialty. * Exceptional Training • PHB 93
of your choice that is spoken by your favored enemies, On any of your turns when your beast companion
if they speak one at all. | Archery • PHB doesn’t attack, you can use a bonus action to
You gain a +2 bonus to attack rolls you make with command the beast to take the Dash, Disengage, or
| Beasts • PHB ranged weapons. Help action on its turn. In addition, the beast's attacks
Beasts are nonhumanoid creatures that are a natural now count as magical for the purpose of overcoming
part of the fantasy ecology. Some of them have * Spellcasting • PHB 91 resistance and immunity to nonmagical attacks and
magical powers, but most are unintelligent and lack You can cast known ranger spells using WIS as your damage.
any society or language. spellcasting modifier (Spell DC 19, Spell Attack +11).
| 1 Bonus Action
| Humanoids • PHB * Ranger Archetype • PHB 92
Humanoids are the main peoples of the world, both * Land’s Stride • PHB 92
civilized and savage, including humans and a | Beast Master Moving through nonmagical difficult terrain costs you
tremendous variety of other species. no extra movement and you can also pass through
* Primeval Awareness • PHB 92 nonmagical plants without being slowed by them and
* Natural Explorer • PHB 91 As an action, you can expend one ranger spell slot (1 without taking damage from them. You have
You have a favored terrain type. Your proficiency minute per level of spell slot) to sense whether any advantage on saving throws against plants that are
bonus is doubled for proficient skills when you make aberrations, celestials, dragons, elementals, fey, magically created or manipulated to impede
an INT or WIS check related to it. While traveling for fiends, or undead are present within 1 mile of you (or movement.
an hour or more in your chosen terrain, difficult terrain within up to 6 miles if you are in your favored terrain).
doesn’t slow your group’s travel, your group can’t This feature doesn’t reveal the creatures’ location or === FIGHTER FEATURES ===
become lost except by magical means, you remain number.
alert to danger even when you are engaged in another * Hit Points • PHB 71
activity, you can move stealthily at a normal pace | 1 Action
(while alone), you find twice as much food while * Proficiencies • PHB 71
foraging, and while tracking creatures, you learn the * Ranger’s Companion • PHB 93
exact number, sizes, and how long ago they passed You gain a beast companion that accompanies you on * Fighting Style • PHB 72
through the area. your adventures and is trained to fight alongside you. You adopt a fighting style specialty.
The beast obeys your commands and takes its turn on
| Forest • PHB your initiative. On your turn, you can command the | Archery • PHB
You are particularly familiar with one type of natural beast where to move (no action required by you) or You gain a +2 bonus to attack rolls you make with
environment and are adept at traveling and surviving in take the Attack, Dash, Disengage, or Help action. If ranged weapons.
SP 0 Longbow 1 2 lb.
Arrows 20 1 lb.
EP 0 Book 5 25 lb.
Chest 1 25 lb.
PP 0 Clothes, Common 1 3 lb.
Small Knife 1 --
WEIGHT CARRIED
EQUIPMENT
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Ranger 8 / Fighter 8 / Monk 4 RWalk97
CLASS & LEVEL PLAYER NAME
Kom'rk (20)
Orc Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
moves at least 5 ft. away from it, you can use your
* Second Wind • PHB 72 reaction to make an opportunity attack as if you were === MONK FEATURES ===
Once per short rest, you can use a bonus action to in the echo's space.
regain 1d10 + 8 HP. * Hit Points • PHB 77
| 1 Bonus Action
| 1 / Short Rest • 1 Bonus Action * Proficiencies • PHB 77
| Manifest Echo - Teleport: 1 Bonus Action
* Action Surge • PHB 72 * Unarmored Defense • PHB 78
You can take one additional action on your turn. This | Manifest Echo - Attack: Special While not wearing armor and not using a shield, your
can be used 1 times per short rest. AC equals 10 + DEX modifier + WIS modifier.
| Manifest Echo - Opportunity Attack: 1 Reaction
| 1 / Short Rest • Special * Martial Arts • PHB 78
* Unleash Incarnation • EGtW 183 While you are unarmed or wielding only monk
* Martial Archetype • PHB 72 You can heighten your echo’s fury. Whenever you take weapons and you aren’t wearing armor or wielding a
the Attack action, you can make one additional melee shield, you can use DEX instead of STR for the attack
| Echo Knight attack from the echo’s position. and damage rolls, you can roll your Martial Arts
damage die in place of the normal damage, and when
* Manifest Echo • EGtW 183 You can use this feature 6 time(s). You regain all you use the Attack action on your turn, you can make
You can use a bonus action to magically manifest an expended uses when you finish a long rest. one unarmed strike as a bonus action.
echo of yourself in an unoccupied space you can see
within 15 ft. of you. The echo lasts until it is destroyed, | 6 / Long Rest • Special | Unarmed Strike: 1 Bonus Action
you dismiss it as a bonus action, you manifest another
echo, or until you’re incapacitated. * Ability Score Improvement • PHB 72 * Ki • PHB 78
You can spend Ki Points to fuel ki features. You have
Your echo has AC 20, 1 hit point, and immunity to all * Extra Attack • PHB 72 4 points per short rest and your Ki save DC is 19.
conditions. If it has to make a saving throw, it uses You can attack twice whenever you take the Attack
your bonus for the roll. It is your size, and occupies its action on your turn. Flurry of Blows - After you take the Attack action on
space. If your echo is ever more than 30 ft. from you at your turn, you can spend 1 ki point to make two
the end of your turn, it is destroyed. | Special unarmed strikes as a bonus action.
You can use the echo in the following ways: * Echo Avatar • EGtW 183 Patient Defense - You can spend 1 ki point to take the
- You can mentally command the echo to move up to You can temporarily transfer your consciousness to Dodge action as a bonus action on your turn.
30 ft. in any direction (no action required) your echo. As an action, you can see through your
- As a bonus action you can teleport, magically echo’s eyes and hear through its ears. During this Step of the Wind - You can spend 1 ki point to take the
swapping places with your echo at a cost of 15 ft. of time, you are deafened and blinded. You can sustain Disengage or Dash action as a bonus action on your
your movement, regardless of the distance between this effect for up to 10 minutes, and you can end it at turn, and your jump distance is doubled for the turn.
the two of you. any time (requires no action). While your echo is being
- When you take the Attack action, any attack you used in this way, it can be up to 1,000 feet away from | Ki Points: 4 / Short Rest • Special
make can originate from your or the echo's space. You you without being destroyed.
make this choice with each attack. | Flurry of Blows: 1 Bonus Action
- When a creature you can see within 5 ft. of your echo | 1 Action
ADDITIONAL EQUIPMENT
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Ranger 8 / Fighter 8 / Monk 4 RWalk97
CLASS & LEVEL PLAYER NAME
Kom'rk (20)
Orc Sage (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
ADDITIONAL EQUIPMENT
TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 25 Medium 11' 300
GENDER AGE SIZE HEIGHT WEIGHT
Kom'rk (20) Neutral Green-Grey Black None
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
BONDS
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WIS 19 +11
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
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 Animal Friendship Ranger WIS 19 1A 30 ft. V,S,M 24 hours PHB 212 D: 24h, V/S/M
SPELLS
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