DND Character

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Ranger (1) Outlander Harrison

CLASS & LEVEL BACKGROUND PLAYER NAME

Dragonborn Chaotic Neutral 0


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

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

+2 PERSONALITY TRAITS

Hit Point Maximum 12


● +4 Strength
DEXTERITY

16
● +5

+2
Dexterity
Constitution
12
CURRENT HIT POINTS IDEALS
+2 Intelligence
+3 +2 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 1d10
+3 Acrobatics (Dex) Total SUCCESSES
+2 +2 Animal Handling (Wis) FAILURES
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)

12 +0

+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. Accustomed to life underground, you have superior
vision in dark and dim conditions. You can see in dim light within 60
Wrist Weapon x 2 +5 1d6 feet of you as if it were bright light, and in darkness as if it were dim
+2 +2 Insight (Wis) light. You can't discern color in darkness, only shades of gray.
+0 Intimidation (Cha) Draconic Breath Dex Save 2d6 Acid Resistance to Acid Damage

WISDOM +2 Investigation (Int) Breath Weapon. You can use your action to exhale destructive
Longbow +5 1d8 Piercing energy. When you use your breath weapon, each creature in the
+2 Medicine (Wis) area of the exhalation must make a saving throw, the type of which
13 ● +4 Nature (Int)
Wrist Weapon: Finesse, Light,
is determined by your draconic ancestry. The DC for this saving
throw equals 8 + your Constitution modifier + your proficiency
bonus. A creature takes 2d6 damage on a failed save, and half as
Perception (Wis) much damage on a successful one. The damage increases to 3d6
+2
● +4
Can't be disarmed at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use
your breath weapon, you can’t use it again until you complete a
+0 Performance (Cha) short or long rest.
+0 Persuasion (Cha) Longbow: Heavy, 2-Handed Feature: Wanderer
CHARISMA You have an excellent memory for maps and geography, and you
+2 Religion (Int) can always recall the general layout of terrain, settlements, and

10 +3 Sleight of Hand (Dex)


Draconic Breath: Acid, 5 x 30 Feet,
DC 8 + Con (2) + Proficiency (2)
other features around you. In addition, you can find food and fresh
water for yourself and up to five other people each day, provided
that the land offers berries, small game, water, and so forth.
● +5 Stealth (Dex)
Favored Enemy: Beast
+0 You have advantage on Wisdom (Survival) checks to track your
● +4 Survival (Wis) favored enemies, as well as on Wisdom(Perception,Insight)
involving your favored enemies and on Intelligence checks to recall
information about them. You also have gain a +2 bonus to damage
SKILLS ATTACKS & SPELLCASTING
with weapon attacks, (+3 at 6th lvl),(+4 at 14th lvl). You also learn
one language of your choice that is spoken by your favored
enemies, if they speak one at all. You choose one additional favored
enemy, as well as an associated language, at 6th and 14th level. At
12 PASSIVE WISDOM (PERCEPTION) Staff 10th level you may select to replace the favored enemy you
CP 0 Hunting trap selected at 1st level, though you do not gain a language for this
shift.
Bear Tooth Necklace
Traveler's clothes Natural Explorer:
Common SP 0 1 x Longbow
When you make an Intelligence (Investigation, Nature) or Wisdom
(Animal Handling, Perception, Survival) check while in your related
Draconic 20 x Arrows to your favored terrain, your proficiency bonus is doubled if you are
using one of those skill that you're proficient in, or you add half your
Elvish Leather armor proficiency bonus (rounded down) if you are not proficient. While
EP 0 Dungeoneer's pack traveling for an hour or more in your favored terrain:

Favored Enemy: Beast Backpack Difficult terrain doesn't slow your group's travel.
Crowbar Your group can't become lost except by magical means.
Natural Explorer: Forest GP 10 Hammer Even when you are engaged in another activity while traveling (such
as foraging, navigating, or tracking), you remain alert to danger.
10 pitons If you are traveling alone, you can move stealthily at a normal pace.
Light armor, medium armor, shields 10 torches When you forage, you find twice as much food as you normally
PP 0 Tinderbox
would.
While tracking other creatures, you also learn their exact number,
Simple weapons, martial weapons 10 days of Rations their sizes, and how long ago they passed through the area.

Waterskin
Horn (instrument) 50 feet of Hempen rope

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
40 6' 4" 260
AGE HEIGHT WEIGHT

Purple Black Scales None


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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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