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LVL1 Ranger

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Ranger (1) Knight of the Order

CLASS & LEVEL BACKGROUND PLAYER NAME

Leonin
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 3 30
12 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

1 PERSONALITY TRAITS

Hit Point Maximum


● 3 Strength
DEXTERITY

16
● 5

1
Dexterity
Constitution
11
CURRENT HIT POINTS IDEALS
0 Intelligence
3 3 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12
3 Acrobatics (Dex) Total SUCCESSES
1 Animal Handling (Wis)
3
1d10 FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 3 Athletics (Str)

11 -1 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
0 Darkvision. You can see in dim light within 60
5 Insight (Wis)
Longbow +5 1d8+3 feet of you as if it were bright light and in
0 ●
darkness as if it were dim light. You can't
-1 Intimidation (Cha) Shortswrd +5 1d6+3 discern color in darkness, only shades of gray.
Investigation (Int)
Claws. Your claws are natural weapons, which
WISDOM 0
Claw +3 1d4+1 you can use to make unarmed strikes. If you
3 Medicine (Wis) hit with them, you can deal slashing damage
16 ● 2 Nature (Int)
equal to 1d4 + your Strength modifier, instead
Longbow: 1d8 Piercing, of the bludgeoning damage normal for an
● 5 Perception (Wis) unarmed strike.
3 (150/600), Heavy, Daunting Roar. As a bonus action, you can let
-1 Performance (Cha)
Two-handed out an especially menacing roar. Creatures of
● 1 Persuasion (Cha) your choice within 10 feet of you that can hear
CHARISMA
you must succeed on a Wisdom saving throw
0 Religion (Int)
Shortsword: 1d6 Piercing, or become frightened of you until the end of
9 3 Sleight of Hand (Dex)
Finesse, Light
your next turn. The DC of the save equals 8 +
your proficiency bonus + your Constitution
● 7 Stealth (Dex)
modifier. Once you use this trait, you can't use
-1 3 Survival (Wis) it again until you finish a short or long rest.
Background Feature: Knightly Regard
SKILLS ATTACKS & SPELLCASTING You receive shelter and succor from members
of your knightly order and those who are
sympathetic to its aims. If your order is a
15 PASSIVE WISDOM (PERCEPTION) religious one, you can gain aid from temples
CP Leather Armor and other religious communities of your deity.
Knights of civic orders can get help from the
community—whether a lone settlement or a
SP Shortsword (2) great nation—that they serve, and knights of
Armor: light armor, medium philosophical orders can find help from those
armor, shields they have aided in pursuit of their ideals, and
EP
Longbow those who share their ideals.
This help comes in the form of shelter and
Weapons: simple weapons, GP 90
meals, and healing when appropriate, as well
Explorer's Pack as occasionally risky assistance, such as a
martial weapons band of local citizens rallying to aid a sorely
PP
pressed knight, or those who support the order
Leather Armor helping to smuggle a knight out of town when
2 languages he or she is being hunted unjustly.

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

Favored Foe
Roll for stats When you hit a creature with an attack roll, you can call on your mystical bond with
nature to mark the target as your favored enemy for 1 minute or until you lose your
concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage
to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat: Mage Slayer


When a creature within 5 feet of you casts a spell, you can use your reaction to
make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet
of you.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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