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Ranger 3 Libby

CLASS & LEVEL PLAYER NAME


Kaeven Farren Zinfiel
High Elf Haunted One
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +3 Dexterity

+1
+2

-1
Constitution
Intelligence
+1 11 28 28 --
CLASS
+3 Wisdom INITIATIVE HIT POINTS
12
+2 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
+1 being charmed DEFENSES HIT DICE DEATH SAVES

12 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +1 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 P

P
+5

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

=== LANGUAGES ===


14 P +3 Athletics STR Abyssal, Common, Dwarvish, Elvish, Orc,
ABILITY SAVE DC Sylvan
+2 Deception CHA
-1 History INT
INTELLIGENCE
+3 Insight WIS
30 ft. (Walking)
-1 +2 Intimidation CHA
P +1 Investigation INT
9 +3 Medicine WIS SPEED

-1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +5 Perception WIS


+2 Performance CHA === ACTIONS ===
+3 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
-1 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise,
+1 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

+1 Stealth DEX === SPECIAL ===


CHARISMA Colossus Slayer
P +5 Survival WIS
Once per turn, when you hit a creature with a

+2 weapon attack, the creature takes an extra 1d8


damage if it’s below its HP maximum.

15

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Fire Bolt +1 1d10 Fire V/S

Unarmed Strike +3 2 Bludgeoning


13 PASSIVE WISDOM (INSIGHT)

11 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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.
Ranger 3 Libby
CLASS & LEVEL PLAYER NAME
Kaeven Farren Zinfiel
High Elf Haunted One
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === * Fighting Style • PHB 91 === HIGH ELF RACIAL TRAITS ===
You adopt a particular style of fighting as your
* Hit Points • PHB 90 specialty. * Darkvision • BR 23
You can see in darkness (shades of gray) up to 60 ft.
* Proficiencies • PHB 90 | Archery • PHB
You gain a +2 bonus to attack rolls you make with * Keen Senses • BR 23
* Favored Enemy • PHB 91 ranged weapons.
You have advantage on Survival checks to track your You have proficiency in the Perception skill.
favored enemies, as well as on INT checks to recall * Spellcasting • PHB 91
information about them. You also learn one language You can cast known ranger spells using WIS as your * Fey Ancestry • BR 23
of your choice that is spoken by your favored enemies, spellcasting modifier (Spell DC 13, Spell Attack +5). You have advantage on saves against being charmed,
if they speak one at all. and magic can’t put you to sleep.
* Ranger Archetype • PHB 92
| Constructs • PHB * Trance • BR 23
Constructs are made, not born. Some are programmed | Hunter You don't need to sleep, but meditate semiconsciously
by their creators to follow a simple set of instructions, for 4 hours a day. While meditating, you can dream
while others are imbued with sentience and capable of * Primeval Awareness • PHB 92 after a fashion; such dreams are actually mental
independent thought. As an action, you can expend one ranger spell slot (1 exercises that have become reflexive through years of
minute per level of spell slot) to sense whether any practice. After resting in this way, you gain the same
* Natural Explorer • PHB 91 aberrations, celestials, dragons, elementals, fey, fiends benefit that a human does from 8 hours of sleep.
You have a favored terrain type. Your proficiency , or undead are present within 1 mile of you (or within
bonus is doubled for proficient skills when you make an up to 6 miles if you are in your favored terrain). This * Elf Weapon Training • BR 23
INT or WIS check related to it. While traveling for an feature doesn’t reveal the creatures’ location or You have proficiency with the longsword, shortsword,
hour or more in your chosen terrain, difficult terrain number. shortbow, and longbow.
doesn’t slow your group’s travel, your group can’t
become lost except by magical means, you remain | 1 Action * Cantrip • BR 24
alert to danger even when you are engaged in another You know one cantrip of your choice from the wizard
activity, you can move stealthily at a normal pace * Hunter’s Prey • PHB 93 spell list. INT is your spellcasting ability for it.
(while alone), you find twice as much food while You gain an additional attack feature. | Fire Bolt(Cantrip)
foraging, and while tracking creatures, you learn the
exact number, sizes, and how long ago they passed | Colossus Slayer • PHB * Extra Language • BR 24
through the area. Once per turn, when you hit a creature with a weapon You can speak, read, and write one extra language of
attack, the creature takes an extra 1d8 damage if it’s your choice.
| Forest • PHB below its HP maximum. | Orc
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in | Special
such regions.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 10 Scale Mail 1 45 lb. Crowbar 1 5 lb.

Handaxe 1 2 lb. Hammer 1 3 lb.

SP 10 Spear 1 3 lb. Holy Water (flask) 1 1 lb.

Longbow 1 2 lb. Manacles 1 6 lb.


EP 0 Arrows 20 1 lb. Mirror, Steel 1 0.5 lb.

Backpack 1 5 lb. Oil (flask) 1 1 lb.


GP 50 Chest 1 25 lb. Tinderbox 1 1 lb.

Clothes, Common 1 3 lb. Torch 3 3 lb.


PP 0 Bedroll 1 7 lb. Stake (Wooden) 9 --

Mess Kit 1 1 lb. Holy Symbol 1 --


WEIGHT CARRIED
Rations (1 day) 10 20 lb. A small, worn book of poems 1 --
160.5 lb.
ENCUMBERED Rope, Hempen (50 feet) 1 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Tinderbox 1 1 lb.

PUSH/DRAG/LIFT Torch 10 10 lb.

360 lb. Waterskin 1 5 lb.

EQUIPMENT

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None (they/them) 136 Medium 1,90
GENDER AGE SIZE HEIGHT WEIGHT
Kaeven Farren Zinfiel Chaotic Good Pale Blue Blue Dark Blue
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I don’t talk about the thing that torments me. I’d


rather not burden others with my curse.
I like to read and memorize poetry. It keeps me
calm and brings me fleeting moments of happiness.

PERSONALITY TRAITS

I try to help those in need, no matter what the personal cost.


(Good)
I like to know my enemy’s capabilities and weaknesses before
rushing into battle. (Lawful)

IDEALS

I would sacrifice my life and my soul to


protect the innocent.

Physically Scarred
BONDS

I talk to spirits that no one


else can see.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

· Born during an eclipse in a mixed settlement of


elves and others.

· Taught archery along with their peers as a young


elf in the enchanted woods, with a natural affinity
encouraged by their parents.

· Haunted by the destruction and massacre of the


settlement by a cult with their sights set on the
ancient woods

· Enormous survivors guilt, doesn’t understand


why solely they (as far as they know) survived.

· Aims to help others to combat this guilt and


seeks revenge on the cult, likely in vain.

· Nightmares of the event and apparitions of


friends and family that perished, doesn’t know how
much of it is solely psychological.

· Severely scarred both on body and in soul.

· Seeks solace in poetry.

· Doesn’t talk about their burdens.

· Feverish need for righteousness for other


innocents, can make them make rash and
unsupported choices, make them act illogical on
occasion, with little regard for what others think.

CHARACTER BACKSTORY ADDITIONAL NOTES

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.
WIS 13 +5
Ranger
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 Fire Bolt Cantrip +1 1A 120 ft. V,S Instantaneous PHB 242 V/S

SPELLS

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