ranger -- Outlander Edric
CLASS & LEVEL BACKGROUND PLAYER NAME
Dok
Iron Golem Chaotic Neutral --
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
I have a lesson for every situation, all created from the places in nature. I place no
STRENGTH
15
particular value in folk whose only intrests are money manners, and servants. none
16 ARMOR
CLASS
30 of that will save you from a hungry owlbear. I once ran 25 miles straight with no
break to warn my tribe of approaching orcs, I'd do the same thing 10 times over of
need be
PROFICIENCY BONUS INITIATIVE SPEED
1 PERSONALITY TRAITS
Hit Point Maximum
● Strength life is like the seasons constantly in flux, we must
DEXTERITY
11
change as life changes without the natural world we
● Dexterity would have none of the civilized constructs we do. if I
17 Constitution
Intelligence
CURRENT HIT POINTS
dishonor the tribe I dishonor myself and vice versa
IDEALS
Wisdom
an injury of the unspoiled land of
Charisma
my home is an injury of mine
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
Acrobatics (Dex) Total SUCCESSES
1 ● Animal Handling (Wis) FAILURES
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● Athletics (Str)
16 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Immutable Form. Your body is composed of inanimate materials, compelled to move by
magic. You are immune to the Exhaustion, Paralyzed, Petrified, and Poisoned conditions,
and to poison damage. You are immune to any spell or effect which would alter your form
Insight (Wis) Can't Speak. You are unable to speak, but are still able to read, write, and understand any
languages which you know. You are unable to perform verbal spell components
● Intimidation (Cha) Slam. Your unarmed strikes deal 1d4 bludgeoning damage on a hit.
Construct. You do not require air,
WISDOM Investigation (Int) food, drink, or sleep. Instead, you enter a restful state, remaining semiconscious, for 4
hours a day. While resting, you can dream after a fashion; such dreams are reflexive
mental exercises inherent to your consciousness. After resting in this way, you gain the
Medicine (Wis)
17
same benefit that a human does from 8 hours of sleep.
Size. Your size is large.
● Nature (Int) Fire Absorbtion. whenever subjected to instead of taking damage you gain 1d6 hitpoints at
1st level 1d10 at 8th level and as much as damage dealt at 16th level
Perception (Wis) Poison Breath. As an action, you can breathe sulfurous gas
in a 15 foot cone from your furnace-like lungs. Each organic creature in that cone must
Performance (Cha) make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution
modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save
and half as much damage on a successful one. The damage increases to 3d6 at 6th level.
Persuasion (Cha) 4d6 at 11th level, and 5d6 at 16th level. After you use this ability, you can't use it again until
CHARISMA you complete a short or long rest.
Religion (Int) Hardening natural armor. your AC increases from 15 at 1st level to 18 at 6th level and 20 at
15
16th level you gain no benefit from body armor but do gain benefits from sheilds, with a
maximum AC of 24.
Sleight of Hand (Dex) scarily athletic. you have proficiencies in the athletics and intimidation skills and when
running into a fight, anyone within 60 feet of you who can see or hear you must succeed on
Stealth (Dex) a DC 7 saving throw or be frightened of you for 5 minutes.
Keeping apearances. you start with a greatsword or greataxe and proficiency with most
● Survival (Wis) martial weapons if your class grants you proficiency in martial weapons, you are an expert
in most martial weapons. as an addition weapons with the two handed property are one
handed when uesd by you, unless using the reach property.
SKILLS ATTACKS & SPELLCASTING Size differenceweapons without the two handed property used by you are two handed in
creatures sized medium or smaller.and you are unable to use weapons without the two
handed property.
PASSIVE WISDOM (PERCEPTION)
CP
greatsword
common, draconic SP
EP
sheilds, simple weapons,
martial weapons
GP
lute
PP
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
24 8''6 350
AGE HEIGHT WEIGHT
---- shined blue-grey iron ----
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
1st level
favored terrain: mountain
favored enemy: abberation
2nd level
fighting style: dueling
3rd level
animal companion:juvinile dire wolf
origin: hunter-gatherer
wanderer
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.