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Ranger 3 rpgd20

CLASS & LEVEL PLAYER NAME


Lizardfolk - Ranger
Lizardfolk Monster 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+1 Constitution +3 16 33 --
+1 +0 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
12
-1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 P +5

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== LANGUAGES ===


13 +1 Athletics STR Common, Draconic, Dwarvish, Elvish, Giant,
ABILITY SAVE DC Orc
-1 Deception CHA
+0 History INT
INTELLIGENCE
+3 Insight WIS
30 ft. (Walking), 30 ft. (Swimming)
+0 P +1 Intimidation CHA
+0 Investigation INT
10 +3 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM P +5 Perception WIS


-1 Performance CHA === ACTIONS === Hungry Jaws • 1 / Short Rest
+3 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Once per short rest as a bonus action, you can
make a bite attack. If it hits, you gain 1 temporary HP.
Help, Hide, Ready, Search, Use an Object,
+0 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise, Slayer’s Prey
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object As a bonus action, you designate one creature you
can see within 60 ft. and the first time each turn that
E +7 Stealth DEX Hunter’s Sense • 3 / Long Rest you hit that target with a weapon attack, it takes an
CHARISMA As an action, choose one creature you can see extra 1d6 damage. This benefit lasts until you finish a
P +5 Survival WIS
within 60 ft. You immediately learn whether the short or long rest or if you designate a different
creature.
-1 creature has any damage immunities, resistances, or
vulnerabilities and what they are if the creature is not
hidden from divination magic. You can use this feature === SPECIAL ===
3 times per long rest. Favored Foe • 2 / Long Rest
8 When you hit a creature with an attack roll, you can
=== BONUS ACTIONS === mark the target as your favored enemy for 1 minute or
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

Shortsword +5 1d6+3 Piercing Martial, Finesse, Light


13 PASSIVE WISDOM (INSIGHT)

Shortsword +5 1d6 Piercing Martial, Dual Wield, Finesse, Light


10 PASSIVE INTELLIGENCE (INVESTIGATION)
Bite +3 1d6+1 Piercing

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 3 rpgd20
CLASS & LEVEL PLAYER NAME
Lizardfolk - Ranger
Lizardfolk Monster 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === * Ranger Archetype • PHB 92 === LIZARDFOLK RACIAL TRAITS ===

* Deft Explorer • TCoE 56 | Monster Slayer * Ability Score Increase • BR


You are an unsurpassed explorer and survivor, both in
the wilderness and in dealing with others on your * Primeval Awareness • PHB 92 * Age • VGtM
travels. As an action, you can expend one ranger spell slot (1
minute per level of spell slot) to sense whether any * Size • VGtM
| Canny (1st Level) • TCoE 56 aberrations, celestials, dragons, elementals, fey,
Choose one of your skill proficiencies. Your proficiency fiends, or undead are present within 1 mile of you (or * Speed • VGtM
bonus is doubled for any ability check you make that within up to 6 miles if you are in your favored terrain). Your base walking speed is 30 feet, and you have a
uses the chosen skill. This feature doesn’t reveal the creatures’ location or swimming speed of 30 feet.
You can also speak, read, and write two additional number.
languages of your choice. * Bite • VGtM
| 1 Action You have a bite attack for 1d6 +1 piercing damage that
* Hit Points • PHB 90 can be used instead of the normal damage for an
* Monster Slayer Magic • XGtE 43 unarmed strike.
* Favored Foe • TCoE 56 You learn additional spells based on your level that
When you hit a creature with an attack roll, you can count as ranger spells but don't count against the | 1 Action
mark the target as your favored enemy for 1 minute or number of spells you know.
until you lose your concentration (as if you were * Cunning Artisan • VGtM
concentrating on a spell). * Hunter’s Sense • XGtE 43 As part of a short rest, you can create a shield, club,
The first time on each of your turns that you hit the As an action, choose one creature you can see within javelin, darts, or blowgun needles from materials from
favored enemy and deal damage to it, including when 60 ft. You immediately learn whether the creature has slain creatures.
you mark it, you can increase that damage by 1d4. any damage immunities, resistances, or vulnerabilities
and what they are if the creature is not hidden from * Hold Breath • VGtM
| 2 / Long Rest • Special divination magic. You can use this feature 3 times per You can hold your breath for up to 15 minutes at a
long rest. time.
* Proficiencies • PHB 90
| 3 / Long Rest • 1 Action * Hunter’s Lore • VGtM
* Fighting Style • PHB 91 You gain proficiency with two of the following skills of
You adopt a particular style of fighting as your * Slayer’s Prey • XGtE 43 your choice: Animal Handling, Nature, Perception,
specialty. As a bonus action, you designate one creature you Stealth, and Survival.
can see within 60 ft. and the first time each turn that
| Archery • PHB you hit that target with a weapon attack, it takes an * Natural Armor • VGtM
You gain a +2 bonus to attack rolls you make with extra 1d6 damage. This benefit lasts until you finish a When you aren’t wearing armor, your AC is 13 + your
ranged weapons. short or long rest or if you designate a different Dexterity modifier. A shield’s benefits apply as normal.
creature.
* Spellcasting • PHB 91 * Hungry Jaws • VGtM
You can cast known ranger spells using WIS as your | 1 Bonus Action Once per short rest as a bonus action, you can make a
spellcasting modifier (Spell DC 13, Spell Attack +5). bite attack. If it hits, you gain 1 temporary HP.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb.

Shortsword 1 2 lb.

SP 0 Shortsword 1 2 lb.

Longbow 1 2 lb.
EP 0 Arrows 20 1 lb.

Backpack 1 5 lb.
GP 0 Bedroll 1 7 lb.

Mess Kit 1 1 lb.


PP 0 Rations (1 day) 10 20 lb.

Rope, Hempen (50 feet) 1 10 lb.


WEIGHT CARRIED

76 lb. Tinderbox 1 1 lb.

ENCUMBERED Torch 10 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Waterskin 1 5 lb.

PUSH/DRAG/LIFT

360 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Ranger 3 rpgd20
CLASS & LEVEL PLAYER NAME
Lizardfolk - Ranger
Lizardfolk Monster 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| 1 / Short Rest • 1 Bonus Action

* Languages • VGtM

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Lizardfolk - Ranger
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 3 Slots OOO

O Hunter's Mark <C> Ranger -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 Ext. D: (See Description)*, D: 1h, V

O Detect Magic <C> Ranger -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Protection from Evil and Good <C> Monster Slayer Magic -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

SPELLS

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