D&D 5e Ranger Character Sheet
D&D 5e Ranger Character Sheet
1 Ranger
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LEVEL & CLASS PLAYER NAME
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F AC DESCRIPTION
● +2 STR +1 INT
PRO
+2 17
Set Max HP
STRENGTH ● +5 DEX +2 WIS
2 Shield Shield
0 +3 CON 0 CHA
MAXIMUM PROFICIENCY ARMOR 2 Dex ● Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
11 Misc
Temporary Hit Points: Misc
DEXTERITY
+3 ARMOR
+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light ● Medium ● Shields
PRO
Heavy
PRO
+1
0 Deception (Cha) > Common
+1 History (Int) > Dwarvish
● +4 Insight (Wis) Draconic
12
>
>
IDEALS
BONDS
FLAWS
Earth Genasi
• Earth Walk: I can move across difficult terrain without expending
extra movement if I am using my walking speed on the ground or a
floor.
• Merge with Stone: I can cast the Blade Ward cantrip as normal
and as a bonus action Prof Bonus times per long rest. At 5th level, I
can cast Pass Without Trace without using a spell slot or material
component once per long rest, or by using spell slots as normal.
Intelligence, Wisdom, or Charisma is my spellcasting ability for these
(one-time choice).
CLASS FEATURES RACIAL TRAITS
> Copy of seminal faction's text > > Badge or emblem of faction
> Bedroll 7 > > Belt pouch (with coins) 1 SP
> Mess kit 1 > > Chain Shirt 20
> Tinderbox 1 > > Shield 6
> Torches 10 1 > > Rapier 1 2 EP
While traveling for an hour or more in a favored terrain, I gain the following benefits:
• My allies and I are not slowed by difficult terrain and can't get lost except by magic
• I am alert to danger even when doing something else; I forage twice as much food
• If alone (or alone with beast companion), I can move stealthily at my normal pace
• When tracking, I also learn the exact number, size, and time since passing
> FEAT:
> FEAT:
> FEAT:
FEATS
NOTES
EXTRA EQUIPMENT
ORGANIZATION
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SYMBOL
APPEARANCE
F
Temporary HP: SUCCESSES
PRO
DEXTERITY >
DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED
DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS
F EX
PRO
Acrobatics (Dex)
Animal Handling (Wis)
INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)
SENSES
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REMARKS
COMPANION’S APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options
NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.13 (Printer Friendly) Made by Joost Wijnen (mpmb@flapkan.com); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL
CANTRIPS (0 LEVEL)
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)