Dragnen Ranger Pirate
Dragnen Ranger Pirate
Dragnen Ranger Pirate
Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +11 Acrobatics (DEX)
Ability Save DC +3 Animal Handling (WIS)
+6
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +2 Arcana (INT)
17 STR +3 +9
BONUS +
8+
17
Wis +9 Athletics (STR)
STRENGTH
Defense Health
AC DURING REST Set Max HP WOUNDS
12 ARMOR
BONUS Studded Leather
+
17
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
5
HP 240
DEXTERITY MEDIUM ARMOR (MAX = 2) STEALTH
AC +
MOD HEAVY ARMOR (MOD = 0) DISADV. Heal
DIE LIVE
20 × d10 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks ATTACKS
PER ACTION 2 Actions
D PROF ABILITY D D AND
Shadowblade Rapier +2 ✔ Dex Melee +13 1d8+7 Piercing Attack / Cast a Spell
Finesse, +1d6 Necro, temp hit points equal to damage dealt. Dash / Disengage / Dodge
Apollo's Wrath Longbow +2 ✔ Dex 150/600 ft +15 1d8+7 Piercing Escape Grapple / Help / Hide
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Ammunition, heavy, two-handed, +1d6 healing, necrotic or radiant dmg (10 charges, 1d6 each dawn) Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Hunter's Sense
BONUS ACTIONS REACTIONS USED THIS ROUND
Features Background
PERSONALITY TRAITS
Racial Options
Racial Traits I am always calm, no matter the situation. I never raise my voice or let my emotions
control me.
Human (+1 to two different ability scores of my choice)
IDEAL
Skills: I gain proficiency in one skill of my choice.
Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)
Choose Feature
Class Features FLAW
If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Monster Slayer, level 20:
◆ Favored Enemy: Monstrosities (Ranger 1, UA:RR 2) [+4 weapon attack damage]
I get a bonus to damage rolls with weapon attacks against monstrosities
I have adv. on Wis (Survival) to track and Int checks to recall info about monstrosities Feats
I learn a language, typically one spoken by or associated with monstrosities
◆ Natural Explorer (Ranger 1, UA:RR 3)
FEAT: Sharpshooter Human bonus feat; PHB, page 170
On my first turn in combat, I have adv. on attacks against those that did not yet act
My ranged weapon attacks don't have disadvantage on long range and ignore half cover
I ignore difficult terrain; I have adv. on Initiative; I have benefits in travel, see page 3
and three-quarters cover. With a ranged weapon that I am proficient with, I can choose to
◆ Archery Fighting Style (Ranger 2, UA:RR 3)
take a -5 penalty on the attack roll for +10 on the attack's damage.
+2 bonus to attack rolls I make with ranged weapons
◆ Spellcasting (Ranger 2, UA:RR 3) [11 spells known] FEAT:
I can cast ranger spells that I know, using Wisdom as my spellcasting ability
◆ Primeval Awareness (Ranger 3, UA:RR 4)
If I haven't attacked a beast within the last 10 min, I can communicate with it
As an action, I convey simple ideas, and read mood, intent, emotions, needs, etc.
By concentrating for 1 min, I know if any of my favored enemies are within 5 miles
FEAT:
Per group, I sense the number, general direction, distance, and type of favored enemy
◆ Hunter's Sense (Monster Slayer 3, XGtE 43) [Wisdom modifier per long rest]
As an action, I learn vulnerabilities/immunities/resistances of a target I see within 60 ft
If it is protected from divination magic, I sense it has none of these
FEAT:
◆ Monster Slayer Magic (Monster Slayer 3, XGtE 43)
I get bonus spells known, which do not count against the number of spells I can know
◆ Slayer's Prey (Monster Slayer 3, XGtE 43)
As a bonus action, I designate a creature I see within 60 ft; This lasts until I do this again
My first hit to the target with a weapon attack on each of my turns does +1d6 damage FEAT:
◆ Greater Favored Enemy: Aberrations (Ranger 6, UA:RR 4) [+4 weapon attack damage]
The bonuses I get from Favored Enemy now also work against aberrations
Additionally, I have advantage on saves against spells and abilities used by aberrations
◆ Supernatural Defense (Monster Slayer 7, XGtE 43)
Add Equipment
I add 1d6 to saving throws the current target of my Slayer's Prey forces me to make
In addition, I also add 1d6 to checks to escape that target's grapple Equipment
◆ Fleet of Foot (Ranger 8, UA:RR 4)
I can take the Dash action as a bonus action ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS
◆ Hide in Plain Sight (Ranger 10, UA:RR 4)
When I hide on my turn without moving, others take -10 Wis (Perception) to find me
This lasts until something reveals my presence, or until I (voluntarily) move/fall prone
◆ Magic-User's Nemesis (Monster Slayer 11, XGtE 43) [1× per short rest]
As a reaction when I see someone within 60 ft casting a spell or teleporting, I can foil it
The target must make a Wisdom save or have its spell or teleport fail and be wasted
◆ Vanish (Ranger 14, UA:RR 5)
I can't be nonmagically tracked if I don't want to be and can Hide as a bonus action
◆ Slayer's Counter (Monster Slayer 15, XGtE 43)
As a reaction when the target of my Slayer's Prey has me make a save, I can attack it
I can make one weapon attack; If this hits, I automatically succeed on the saving throw
◆ Feral Senses (Ranger 18, UA:RR 5)
Background Feature
When not blinded or deafened, I'm aware of invisible, non-hidden creatures in 30 ft
I don't have disadvantage when attacking creatures I am aware of but can't see
◆Ear to the
Foe Slayer Ground
(Ranger 20, UA:RR 5)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)
Once
I am per turn,contact
in frequent I can add Wis
with mod to
people the chosen
in my attack or damage
segment of roll afterThese
society. I see people
the diemight
roll
be associated with the criminal underworld, the rough-and-tumble folk of the streets, or
members of high society. This connection comes in the form of a contact in any city I visit,
a person who provides information about the people and places of the local area.
ATTUNED MAGICAL ITEMS (MAX 3)
Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
86 - STR × 5 171 - STR × 10 256 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: 170 lb -10 FT SPEED
255 lb -D20 FT SPEED
510 lb SPEED = 5 FT 5,3 lb
ISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Poor
Sylvan Thieves' tools 232 36 DAILY PRICE: 2 sp
Deep Speech Leatherworker
GEMS AND OTHER VALUABLES:
Common
from Human
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: Dragnen
Status Possessions
©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED
Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)
Other Holdings
Background
Character History
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Appearance
Enemies
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Organization Symbol
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:
STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal I DC10 I
TEMPORARY HP
CHARISMA II II
CURRENT
AC III III
Features Traits
Proficiency
Bonus
Notes
Visibility Options
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Equipment
EQUIPMENT # LBS EQUIPMENT # LBS
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4)
CHARACTER: Dragnen
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
Spell
Slots
1st Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp — Evoc 1a Touch V,S Instantaneous P 230
Ensnaring Strike Next crea hit save (Large adv.) or restrained, 1d6+1d6/SL Piercing dmg/rnd; Str check to escape Str Conj 1 bns Self V Conc, 1 min P 237
Hunter's Mark 1 crea +1d6 dmg from your weapon atks; adv. Wis (Perception/Survival) vs. target; SL3: 8h; SL5: 24h — Div 1 bns 90 ft V Conc, 1 h P 251
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M Conc, 10 min P 270
Zephyr Strike Moving doesn't provoke opportunity atks; next wea atk has adv and gives +30 ft speed for that turn — Trans 1 bns Self V Conc, 1 min U 5
2nd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Healing Spirit 5-ft cube heals any crea I can see that enter it for 1d6+1d6/SL HP; I can move it 30 ft as a bns action — Conj 1 bns 60 ft V,S Conc, 1 min X 157
Zone of Truth 15-ft rad all in or enter save or unable to lie; you aware if saved or not; crea aware it cannot lie Cha Ench 1a 60 ft V,S 10 min P 289
3rd Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Flame Arrows 12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit — Trans 1a Touch V,S Conc, 1 h X 156
Magic Circle Celes., elem., fey, fiends, or undead can't enter/leave; dis. on atk; +1h/SL dura.; see B (100gp cons.) — Abjur 1 min 10 ft V,S,M† 1 h P 256
Water Walk (R) 10 willing creatures can move across any liquid for the duration; rise to surface if underwater — Trans 1a 30 ft V,S,M 1h P 287
4th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
Guardian of Nature You transform into a Primal Beast (offensive bonuses) or a Great Tree (defensive bonuses); see book — Trans 1 bns Self V Conc, 1 min X 157
5th Level
SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
Conjure Volley Turn ammo/thrown wea into volley; 40-ft rad 20-ft high 8d8 dmg; dmg type as weapon; save halves Dex Conj 1a 150 ft V,S,M Instantaneous P 226
Hold Monster 1+1/SL crea within 30 ft of each other save or paralyzed; extra save at end of each turn Wis Ench 1a 90 ft V,S,M Conc, 1 min P 251
Steel Wind Strike Melee spell attack vs. 5 crea in range; 6d10 Force dmg on hit; after, you teleport next to one target — Conj 1a 30 ft S,Mƒ Instantaneous X 166
Wrath of Nature 60-ft cu dif. ter., tree: Dex or 4d6 Slash. dmg, root: Str or restr., rock: rngd atk 3d8 Bludg. dmg; see B — Evoc 1a 120 ft V,S Conc, 1 min X 171
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.999 (Colorful - A4); Spell Sheet 1/1 ©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST