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Ranger (5) Far Traveler

CLASS & LEVEL BACKGROUND PLAYER NAME

Elf/Wood Elf Neutral Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +2 60
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

15 PERSONALITY TRAITS

Hit Point Maximum 61


● +5 Strength
DEXTERITY ● +5 Dexterity

+2 +4 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
15 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+4
+2 Acrobatics (Dex) Total 5d10 SUCCESSES
18 +1 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

-1 ●


+4 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Crossbow, hand +5 1d6 + 2 piercing Darkvision: 60 ft.


8 ● +4 Insight (Wis)
Number of Attacks: 2
+1 Intimidation (Cha) Handaxe +5 1d6 + 2 slashing
Immunities: magical-sleep
WISDOM ● +2 Investigation (Int)
Club +5 1d4 + 2 bludgeoning
+1 Medicine (Wis)
+1 ● +2 Nature (Int)
(additional features & traits on
- Club +1. +6, 1d4 + 3 last page)
● +4 Perception (Wis)
12 bludgeoning
● +4 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
-1 Religion (Int)
+1 +2 Sleight of Hand (Dex)
● +5 Stealth (Dex)
12
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP Arrow (20); Leather
(1); Quiver (1);
Tool Proficiencies: Dice Set; Flute; SP Waterskin (1); Bedroll
Woodcarver's Tools (1); Rations (1 day)
EP
(10); Rope, hempen
Weapon Proficiencies: Martial; Simple
(1); Tinderbox (1);
Armor Proficiencies: Light; Medium;
GP 5 Clothes, traveler’s
Shields (1); Mess kit (1);
PP

Language Proficiencies: Abyssal;


Backpack (1); Torch
Common; Dwarvish; Elvish; Goblin; (10); Explorer's Pack
Orc (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Alarm

Cure Wounds
4
Detect Magic
SPELLS KNOWN

2 2
Silence

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

---------------Actions--------------
Grappler. Restrain a creature you are grappling.

Primeval Awareness. Spend an X-level spell slot, for X minutes, you sense the types of creatures within 1
mile(6 if forest.

-----------Other Traits------------
Colossus Slayer. Deal an extra d8 damage when you hit a creature that is below its HP max with a weapon
attack (use once/turn).

Crossbow Expert. Thanks to extensive practice with the crossbow, you gain the following benefits:

You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to
attack with a hand crossbow you are holding.

Elven Accuracy. You have uncanny aim. You gain the following
benefits:
• Increase your Dexterity score by 1, to a
maximum of 20.
• Whenever you have advantage on an attack
roll, you can reroll one of the dice once.

Favored Enemy. You have advantage on survival checks to track orc and bugbear creatures and on INT
checks to recall info about them.

Fey Ancestry. Advantage on charmed saves and immune to sleep magic.

Grappler Feat. Advantage on attacks against creature you grapple; can use an action to pin the creature.

Natural Explorer. Your favored terrain type is forest. Related to the terrain type: 2X proficiency bonus for
INT and WIS checks for which you are proficient, difficult terrain doesn't slow your group, always alert for
danger, can move stealthily alone at normal pace, 2x food when foraging, while tracking learn exact
number, size, and when they passed through.

Trance. Trance 4 hrs. instead of sleep 8.

Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the
damage of the second attack.
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Level-1 abjuration Level-1 evocation Level-1 divination


Alarm Cure Wounds Detect Magic
1 min 30 ft V,S,M 8 hrs 1 act. Touch V,S Inst 1 act. Self V,S Conc, 10 mins
You set an alarm against unwanted intrusion. A creature you touch regains a number of hit For the duration, you sense the presence of
Choose a door, a window, or an area within points equal to 1d8 + your spellcasting ability magic within 30 feet of you. If you sense
range that is no larger than a 20-foot cube. modifier. This spell has no effect on undead magic in this way, you can use your action to
Until the spell ends, an alarm alerts you or constructs. At Higher Levels. When you see a faint aura around any visible creature
whenever a Tiny or larger creature touches or cast this spell using a spell slot of 2nd level or or object in the area that bears magic, and
enters the warded area. When you cast the higher, the healing increases by 1d8 for each you learn its school of magic, if any. The spell
spell, you can designate creatures that won't slot level above 1st. can penetrate most barriers, but it is blocked
set off the alarm. You also choose whether by 1 foot of stone, 1 inch of common metal, a
the alarm is mental or audible. A mental thin sheet of lead, or 3 feet of wood or dirt.
alarm alerts you with a ping in your mind if
you are within 1 mile of the warded area. This
ping awakens you if you are sleeping. An
audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.

Ranger DC 12 Mod +4 Ranger DC 12 Mod +4 Ranger DC 12 Mod +4

Level-2 illusion
Silence
1 act. 120 ft V,S Conc, 10 mins
For the duration, no sound can be created
within or pass through a 20-foot-radius
sphere centered on a point you choose within
range. Any creature or object entirely inside
the sphere is immune to thunder damage,
and creatures are deafened while entirely
inside it. Casting a spell that includes a verbal
component is impossible there.

Ranger DC 12 Mod +4
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