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Ranger (18) Fighter (2) Dragon Hunter Spencer

CLASS & LEVEL BACKGROUND PLAYER NAME


Dart
Halfling (Stout) Chaotic, Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
26 +5 25
10 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+0 PERSONALITY TRAITS

Hit Point Maximum 300


+6
Strength
DEXTERITY
+11
Dexterity

20 +11
Constitution
CURRENT HIT POINTS IDEALS
+2
Intelligence
+5 +10
Wisdom
+1
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
20 20

+11
Acrobatics (Dex) Total SUCCESSES
+5
+4
Animal Handling (Wis) d10+5 FAILURES

+2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+0
Athletics (Str)

14 +1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+2
History (Int) Lucky: When you roll a 1 on an attack roll, ability check,
Dragon's Bane +16 1d6+14 (P) [L,R 30/120] or saving throw, you can reroll the die and must accept
+2
+10
Insight (Wis) the new roll.
Brave: Advantage on saving throws against being
+1
Intimidation (Cha) Rapier +3 +14 1d8+14 (P) [F] frightened.
Nimbleness: Can move through the space of any
WISDOM +2
Investigation (Int) creature that is a size larger than you.
Dagger +11 1d4+11 (S) [F, L, T 20/60]
Stout Resilience: Advantage on saving throws against
+4
Medicine (Wis)
18 +2
Nature (Int)
poison, resistance to poison damage.

Favored Enemy: Humanoids

+4

+10
Perception (Wis) Greater Favored Enemy: Dragons
- Gain a +4 Bonus to damage rolls with weapon attacks
+1
Performance (Cha) against favored enemies.
- Advantage on Wisdom (Survival) checks to track
CHARISMA +1
Persuasion (Cha) favored enemies, as well as on Intelligence checks to
recall information about them.
+2
Religion (Int) - Advantage on saving throws against the spells and
12 +5
Sleight of Hand (Dex)
abilities used by your Greater Favored Enemy.


+11
Stealth (Dex) Natural Explorer:
+1 - Ignore difficult terrain.

+10
Survival (Wis) - Advantage on Initiative rolls.
- On your first turn of combat, you have advantage
SKILLS ATTACKS & SPELLCASTING against creatures that have not yet acted.

Fighting Style:
- Archery, +2 to attack rolls made with ranged weapons.
20 PASSIVE WISDOM (PERCEPTION) - Defense, +1 AC while wearing armor.
CP Studded Leather +3, Fleet of Foot: Can take the Dash action as a bonus
action.
Shield +3, Rapier +3,
Underdark Scout:
Armor: Light, Medium, Heavy, Shields SP Dragon's Bane (Hand - Darkvision 90'
Crossbow), - On your first turn of combat, gain +10 bonus to speed,
and if you use the Attack action, you can make one
Weapons: Simple and Martial EP
Dagger x__, additional attack.
- Creatures with Darkvision gain no benefit when

Tools: Poisoner's Kit


Advanced Healing attempting to detect you in dark and dim conditions.
GP
Potion x__, Extra Attack: You can attack twice, instead of once,
whenever you take the Attack action on your turn.
Poisoner's Kit
PP Stalker's Flurry:
Languages: Common, Halfling, Stalker's Dodge:
Draconic, Undercommon, Primordial
Second Wind:
Action Surge:

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
42 3'2" 39 lbs
AGE HEIGHT WEIGHT
Dart
Dark Blue Tan Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Natural Explorer Continued:


- Difficult terrain doesn't slow your group's travel.
- Your group cannot become lost except by magical means.
- Even when engaged in another activity while traveling, you always remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they traveled through the area.

Primeval Awareness:
- Innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate to a beast as an action,
and can read its mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short term needs, and actions you can take to
persuade it not to attack if possible.
- You can determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether any of your favored
enemies are present within 5 miles of you. This reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance
from you.

Crossbow Expert:
- Ignore the loading quality of crossbows you are proficient with.
- 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 loaded hand crossbow you are holding.

Sharpshooter:
- Attacking at long range doesn't impose disadvantage on your ranged attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10
to the attacks damage.

Resilient: (Constitution)
Shield Master:

Hide in Plain Sight:


Vanish:
Feral Senses:

ADDITIONAL FEATURES & TRAITS

Dragon's Bane: A +3 Hand Crossbow that is specifically designed to be deadly to dragons. As a


bonus action you can utter the phrase "Death to the Winged Serpents" in Draconic to activate
the crossbows magic. Attacks with this weapon against Draconic foes are made with
advantage, and deal an additional 1d6 force damage on a hit. Additionally, if a dragon takes a
critical hit from this weapon while flying, it must make a Dexterity save (DC 15+ character level)
or it falls out of the sky and crashes into the ground.

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Protection From Energy

Conjure Animals

Lightning Arrow

Wind Wall

Glyph of Warding

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Hunter's Mark (C)


4 3
Cure Wounds

Disguise Self Greater Invisibility


SPELLS KNOWN

Conjure Woodland Beings

2 3
Silence (C)

Pass Without Trace (C)

Rope Trick
5 2
Conjure Volley
9
Seeming

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

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