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Ranger 2 Outlander ( Bounty Hunter)

CLASS & LEVEL BACKGROUND PLAYER NAME


CORLETH
Custom Lineage Human Neutral 300
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
He is not very talkative and he usually he
STRENGTH 16 4 30 prefers to act alone, but he can adapt and been
with someone he considers worthy, skillful and

0 2 PROFICIENCY BONUS
useful. He likes his job as bounty hunter
becasue he is very good at it , but he has his
own moral code and he will not accept too evil
10 Hit Point Maximum 20
jobs as hunt down children or too weak prey

2 Strength PERSONALITY TRAITS

DEXTERITY 6 Dexterity

4
He believes in effectiveness and skills. He does
1 Constitution CURRENT HIT POINTS not like weakness. Proof himself everyday and
1 Intelligence be skillful is the best way in life for him. He
hates laziness and evreything can impair his
18 2 Wisdom
mind and body and skill as wild parties, alcohol
-1 Charisma and so on
CONSTITUTION SAVING THROWS IDEALS
TEMPORARY HIT POINTS

1 6 Acrobatics (Dex) 2 He has strong bonds with his few and close
friends, he choose such people only among who
2 Animal Handling (Wis)
13 he believes to be skillful and useful
1 Arcana (Int)
BONDS
INTELLIGENCE 2 Athletics (Str)

1
-1 Deception (Cha) He only uses piercing weapons, because he is
NAME ATK DAMAGE/TYPE
very skilled with such weapons, but he also
1 History (Int)
Dagger +6 1d4+4 Piercing believes such kind of weapons are the only
2 Insight (Wis) ones really effective. He is not very talkative or
12 Rapier +6 1d8+4 Piercing friendly but he can becomes a very loyal friend
-1 Intimidation (Cha)
with people he considers worth and skillful Not
3 Investigation (Int) Longbow +8 1d8+4 Piercing so talkative and often prefer to solve problems
WISDOM
more with actions than with words

2
2 Medicine (Wis) Cure Wounds 1d8+2 Healing
FLAWS
1 Nature (Int)
Hunter's Mark 1d6 Piercing
6 Perception (Wis)
14 Favored Foe 1d4 Piercing Favored Foe
-1 Performance (Cha)
Dart +8 1d4+4 Piercing Deft Explorer
CHARISMA -1 Persuasion (Cha)
Wanderer

-1
1 Religion (Int) ATTACKS & SPELLCASTING
Piercer
4 Sleight of Hand (Dex) Human Custom Lineage
5 5 6 4
6 Stealth (Dex) Piercer
8 CP SP EP GP PP
4 Survival (Wis) Fighting Style

SKILLS Spellcasting
1 Studded Leather Armor
Fighting Style: Archery
2 Dagger
Spellcasting Focus
16 PASSIVE WISDOM (PERCEPTION)
1 Rapier
FEATURES & TRAITS
1 Dungeoneer's Pack

TOOL: Horn 1 Longbow

LANGUAGE: Common, Draconic, Dwarvish, Elvish, 3 Quiver


Sylvan 40 Arrows

ARMOR: Light Armor, Medium Armor, Shields EQUIPMENT

WEAPON: Martial weapons, Simple weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Total:

CP SP EP GP PP 40
ARROWS

1 Backpack Total: Total: 2


1 Crowbar
20 2
10 Torch ARROWS+1 FAVORED FOE

1 Tinderbox
Total: Total:
ATTACKS & SPELLCASTING
10 Rations
1 Waterskin
1 Hempen rope
Total: Total:
1 Pouch
1 Traveller's clothes
3 Caltrops
2 Hunting Trap
1 Shield
20 Arrows+1
1 Dart

EQUIPMENT
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 2

Cure Wounds

Hunter's Mark
5 0 8 0

2 0
9 0
FEATURES & TRAITS
Favored Foe Wanderer Piercer
This 1st-level feature replaces the Favored Enemy You have an excellent memory for maps and Increase your Dexterity by 1, to a maximum of 20.
feature and works with the Foe Slayer feature. You geography, and you can always recall the general Once per turn, when you hit a creature with an
gain no benefit from the replaced feature and don't layout of terrain, settlements, and other features attack that deals piercing damage, you can re-roll
qualify for anything in the game that requires it. around you. In addition, you can find food and fresh one of the attack’s damage dice, and you must use
When you hit a creature with an attack roll, you can water for yourself and up to five other people each the new roll. When you score a critical hit that deals
call on your mystical bond with nature to mark the day, provided that the land offers berries, small piercing damage to a creature, you can roll one
target as your favored enemy for 1 minute or until game, water, and so forth. additional damage die when determining the extra
you lose your concentration (as if you were piercing damage the target takes.
concentrating on a spell). The first time on each of Piercer
your turns that you hit the favored enemy and deal Increase your Dexterity by 1, to a maximum of 20. Fighting Style
damage to it, including when you mark it, you Once per turn, when you hit a creature with an At 2nd level, you adopt a particular style of fighting
increase that damage by 1d4. You can use this attack that deals piercing damage, you can re-roll as your specialty. Choose one of the following
feature to mark a favored enemy a number of times one of the attack’s damage dice, and you must use options. You can’t take a Fighting Style option more
equal to your proficiency bonus, and you regain all the new roll. When you score a critical hit that deals than once, even if you later get to choose again.
expended uses when you finish a long rest. This piercing damage to a creature, you can roll one
feature's extra damage increases when you reach additional damage die when determining the extra Spellcasting
certain levels in this class: to 1d6 at 6th level and to piercing damage the target takes. By the time you reach 2nd level, you have learned to
1d8 at 14th level. use the magical essence of nature to cast spells,
Human Custom Lineage much as a druid does. See"Casting a Spell" for the
Deft Explorer Creature type. You are a humanoid. You determine general rules of spellcasting and "Ranger Spells by
This 1st-level feature replaces the Natural Explorer your appearance and whether you resemble any of Level" for the ranger spell list.
feature. You gain no benefit from the replaced your kin.: as human with pale skin, white hari and
feature and don't qualify for anything in the game white eyes, traces of Fey blood. Size. You are Fighting Style: Archery
that requires it. You are an unsurpassed explorer and Medium Speed. Your base walking speed is 30 feet. You gain a +2 bonus to attack rolls you make with
survivor, both in the wilderness and in dealing with Ability Score Increase. One ability score of your ranged weapons.
others on your travels. You gain the Canny benefit choice increases by 2.= Dexterity Feat. You gain one
feat of your.= Piercer Variable Trait. .. Proficiency in Spellcasting Focus
below, and you gain an additional benefit when you
reach 6th level and 10th level in this class. Canny one skill of your choice: Acrobatics Languages. You At 2nd level, you can use a druidic focus as a
(1st Level) Choose one of your skill proficiencies. can speak, read, and write Common and Sylvan spellcasting focus for your ranger spells. A druidic
Your proficiency bonus is doubled for any ability focus might be a sprig of mistletoe or holly, a wand
check you make using the chosen skill.= Perception or rod made of yew or another special wood, a staff
You can also speak, read, and write 2 additional drawn whole from a living tree, or an object
languages of your choice. Dwarvish, Draconic) incorporating feathers, fur, bones, and teeth from
sacred animals
SPELLS
Cure Wounds Hunter's Mark
Evocation 1 Divination 1
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: 90 feet
Target: A creature you touch Target: A creature that you can see within range
Components: V S Components: V
Duration: Instantaneous Duration: ConcentrationUp to 1 hour
Description: Description:
A creature you touch regains a number of hit points You choose a creature you can see within range and
equal to 1d8 + your spellcasting ability modifier. mystically mark it as your quarry. Until the spell
This spell has no effect on undead or constructs. ends, you deal an extra 1d6 damage to the target
At Higher Levels: When you cast this spell using a whenever you hit it with a weapon attack, and you
spell slot of 2nd level or higher, the Healing have advantage on any Wisdom (Perception) or
increases by 1d8 for each slot level above 1st. Wisdom (Survival) check you make to find it. If the
target drops to 0 hit points before this spell ends,
you can use a bonus action on a subsequent turn of
yours to mark a new creature.
At Higher Levels: When you cast this spell using a
spell slot of 3rd or 4th level, you can maintain your
Concentration on the spell for up to 8 hours. When
you use a spell slot of 5th level or higher, you can
maintain your concentr⁠ation on the spell for up to 24
hours.

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