0% found this document useful (0 votes)
130 views6 pages

Level 3 DND

gay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
130 views6 pages

Level 3 DND

gay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 6

Ranger (Revised) (3) Far Traveller Kaala

CLASS & LEVEL BACKGROUND PLAYER NAME


Khet-nuru Sabatok Khenra Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm highly competitive, especially in
16 +5 35 combat, which manifests in my love
21 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
for wrestling in honour of Rhonas.

+5 PERSONALITY TRAITS

Hit Point Maximum 32



+7 Strength
DEXTERITY ●
+7 Dexterity I relish the new experiences
that new lands have to offer.
20 +3 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+5 +1 Wisdom
0 Charisma
I will search for my missing brother
until I can search no more.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

16 +5 Acrobatics (Dex) Total 3d10 SUCCESSES 1) In battle, without my twin to balance me, I tend to
lose myself to aggression.
+3 +1 Animal Handling (Wis) FAILURES
2) I have a weakness to intoxicants and pleasures,
especially those I haven't tried before.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+7 Athletics (Str)

12 0 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+3 Insight (Wis)
Javelin +7 1d6 + 5 piercing
+1 ●

0 Intimidation (Cha) Longsword +7 1d8 + 5 slashing

WISDOM ●
+3 Investigation (Int)
+1 Medicine (Wis)
12 +1 Nature (Int)

+3 Perception (Wis)
+1
0 Performance (Cha)
0 Persuasion (Cha)
CHARISMA
+1 Religion (Int)

11 +5 Sleight of Hand (Dex)


+5 Stealth (Dex)
0 ●
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP
Bagpipes
Tool Proficiencies: Playing Card Set SP (1);
Weapon Proficiencies: Martial; EP
Explorer's
Simple
Pack (1);
Armor Proficiencies: Light; Medium;
Shields
GP
15 Leather (1)
PP
Language Proficiencies: Common;
Khenra; Undercommon; Vampire

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
26 184cm 60kg
AGE HEIGHT WEIGHT
Khet-nuru Sabatok Yellow-Orange Brown-Black Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

I have a lost twin brother, Zet-nuru,


who disappeared just before we were
meant to take the final trial, the Trial of
Zeal. Completing the trial together was
more important to me than the glory of
the afterlife death in the Trial offered,
thus I set out to find my brother and
bring him home to complete the Trial
together.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger (Revised) Wisdom 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Ensnaring Strike

Hunter's Mark
4
Jump
SPELLS KNOWN

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

-----------Other Traits------------
All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your
appearance all mark you as foreign. Curious glances are directed your way wherever
you go, which can be a nuisance, but you also gain the friendly interest of scholars
and others intrigued by far-off lands, to say nothing of everyday folk who are eager to
hear stories of your homeland. You can parley this attention into access to people
and places you might not otherwise have, for you and your traveling companions.
Noble lords, scholars, and merchant princes, to name a few, might be interested in
hearing about your distant homeland and people. .

Animal Companion. Spend 8 hours and 50 gp to gain one companion: ape, black
bear, boar, giant badger, giant weasel, mule, panther, or wolf. If it dies, spend 8 hours
and 25 gp to bring it back to life.

Companion's Bond. Companion can't multiattack. It rolls initiative, but is controlled by


you. It uses your proficiency bonus and adds this to its AC and damage rolls. The
companion gains proficiency in two skills and becomes proficient with all saving
throws. The companion gains hit die with each of your levels above 3rd. Ability score
also goes up at the same levels.

Dueling. When you are wielding a melee weapon in one hand and no other weapons,
you gain a +2 bonus to damage rolls with that weapon.

Khenra Twins. If your twin is alive and you can see your twin, whenever you roll a 1
on an attack roll, ability check, or saving throw, you can reroll the die and must use
the new roll. If your twin is dead (or if you were born without a twin), you can't be
frightened.

Natural Explorer. Ignore difficult terrain. Advantage on initiative rolls. Advantage on


attack rolls against creatures that have not yet acted. Difficult terrain doesn’t slow
your group’s travel. Your group can’t become lost except by magical means. Always
alert to danger while traveling. Move stealthily at a normal pace when traveling alone.
Find twice as much food when foraging. Learn the number, size, and how long ago
tracked creatures passed through the area.

Primeval Awareness. As an action, communicate simple ideas to a beast, read its


basic mood and intent, learn its emotional state, whether it is affected by magic, its
short-term needs, and actions you can take to persuade it to not attack. Can't use this
ability against a creature that you have attacked within past 10 minutes. Spend 1
minute to sense the presence, numbers, and general direction and distance of any
favored enemy. If there are multiple groups, learn this for each group.

Undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures
of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence checks to recall information
about them. When you gain this feature, you also learn one language of your choice,
typically one spoken by your favored enemy or creatures associated with it. However,
you are free to pick any language you wish to learn.
Page 1

Level-1 conjuration Level-1 divination Level-1 transmutation


Ensnaring Strike Hunter's Mark Jump
1 b.a. Self V Conc, 1 min 1 b.a. 90 ft V Conc, 1 hr 1 act. Touch V,S,M 1 min
The next time you hit a creature with a You choose a creature you can see within You touch a creature. The creature's jump
weapon attack before this spell ends, a range and mystically mark it as your quarry. distance is tripled until the spell ends.
writhing mass of thorny vines appears at the Until the spell ends, you deal an extra 1d6
point of impact, and the target must succeed damage to the target whenever you hit it with
on a Strength saving throw or be restrained by a weapon attack, and you have advantage on
the magical vines until the spell ends. A Large any Wisdom (Perception) or Wisdom
or larger creature has advantage on this saving (Survival) check you make to find it. If the
throw. If the target succeeds on the save, the target drops to 0 hit points before this spell
vines shrivel away. While restrained by this ends, you can use a bonus action on a
spell, the target takes 1d6 piercing damage at subsequent turn of yours to mark a new
the start of each of its turns. A creature creature. At Higher Levels: When you cast this
restrained by the vines or one that can touch spell using a spell slot of 3rd or 4th level, you
the creature can use its action to make a can maintain your concentration on the spell
Strength check against your spell save DC. On for up to 8 hours. When you use a spell slot of
a success, the target is freed. At Higher Levels: 5th level or higher, you can maintain your
If you cast this spell using a spell slot of 2nd concentration on the spell for up to 24 hours.
level or higher, the damage increases by 1d6
for each slot level above 1st.

Ranger (Revised) DC 11 Mod +3 Ranger (Revised) DC 11 Mod +3 Ranger (Revised) DC 11 Mod +3


Page 1 (reverse)

You might also like