0% found this document useful (0 votes)
82 views3 pages

Ranger

This document outlines a character sheet for a Ranger in a role-playing game, detailing attributes such as race, class, skills, and abilities. It includes sections for character statistics, spellcasting, proficiencies, and features unique to the Ranger class. Additionally, it provides space for inventory and magic items, as well as tracking experience points and level progression.

Uploaded by

joeygoldwasser
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)
82 views3 pages

Ranger

This document outlines a character sheet for a Ranger in a role-playing game, detailing attributes such as race, class, skills, and abilities. It includes sections for character statistics, spellcasting, proficiencies, and features unique to the Ranger class. Additionally, it provides space for inventory and magic items, as well as tracking experience points and level progression.

Uploaded by

joeygoldwasser
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/ 3

RACE/SUBRACE BACKGROUND

Ranger CLASS
SUBCLASS
CHARACTER NAME
ALIGNMENT EXPERIENCE POINTS LEVEL

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA


Inspiration INITIATIVE

SPEED
ARMOR
CLASS

PROFICIENCY CLIMB SIZE


BONUS
SWIM
FLY

EX SKILLS SAVING THROWS


___ Acrobatics (Dex) ___ Strength HIT POINTS TEMP HP
___ Animal Handling (Wis) ___ Dexterity SPELL SLOTS SPELL
ATTACK SPELL
___ Arcana (Int) ___ Constitution 1st BONUS SAVE DC
___ Athletics (Str) ___ Intelligence 2nd
___ Deception (Cha) ___ Wisdom HIT DICE 3rd
___ History (Int) ___ Charisma 4th
CANTRIPS SPELLS
___ Insight (Wis) MAX HIT POINTS
5th KNOWN KNOWN
___ Intimidation (Cha)
___ Investigation (Int) PROFICIENCIES SUCCESS FAILURE
___ Medicine (Wis) Light Armor
___ Nature (Int) Medium Armor
___ Perception (Wis) Heavy Armor
___ Performance (Cha) Shields MELEE ATTACK RANGED ATTACK
FAVORED ENEMY
Choose a type of favored enemy: aberrations, 1
BONUS ATTACKS BONUS
___ Persuasion (Cha) Simple Weapons beasts, celestials, constructs, dragons, elementals,
fey, fiends, giants, monstrosities, oozes, plants, or
___ Religion (Int) Martial Weapons
undead. Alternatively, you can select two races of
___ Sleight of Hand (Dex) humanoid (such as gnolls and orcs) as favored enemies.
___ Stealth (Dex) ATTACK You have advantage on Wisdom (Survival)
___ Survival (Wis) Passive (Wisdom) ATTACK BONUS DAMAGE / NOTES checks to track your favored enemies, as well as on
Perception Intelligence checks to recall information about them.
When you gain this feature, you also learn
one language of your choice that is spoken by your
TOOLS, LANGUAGES, AND SENSES favored enemies, if they speak one at all.
You choose one additional favored enemy,
6 as well as an associated language, at 6th and
14th level. As you gain levels, your choices
should reflect the types of monsters you have
14 encountered on your adventures.

NATURAL EXPLORER
Choose one type of favored terrain: arctic, coast, 1
desert, forest, grassland, mountain, swamp, or
the Underdark. When you make an Intelligence or
PP GP SP CP Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill
that you’re proficient in.
While traveling for an hour or more in your
favored terrain, you gain the following benefits:
INVENTORY RACIAL TRAITS • Difficult terrain doesn’t slow your group’s travel.
Rum ipsa conecto ritasped ullam aut ommo Your group can’t become lost except by magical
optaque qui autempere se mi, qui to cus ne- means.
cusae volo dolest ut odi doloreh endam, tecat • Even when you are engaged in another activity
voluptatur, corende di dolo bernatur? while traveling (such as foraging, navigating, or
Aboremod ullaut as nectiatem quossit ibusaep tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily
editiat quia cupta sequi vollabo. Ihillibus as
at a normal pace.
endi rehendu cimilla autatempor si vent vero • When you forage, you find twice as much food as
mod quisquatet es namusdae exceriosae lit as you normally would.
sum vid modiam vel et idit explit occaerchit • While tracking other creatures, you also learn their
aspellor sinti is sundae inctio. Endignis eture exact number, their sizes, and how long ago they
venimusdae. Atem eatibusci accum corpor- passed through the area.
rorem derferupti omni tor magnatu reperum You choose additional favored terrain
velis ratempore voluptatquae dolorem sit assin 6 10 types at 6th and 10th level.
cum iliatur?
Bit prorit volum arcietur, cum et est volor
apereptatem faccum consed quae. Itae peris
explissequae nonse qui consequi ut verferum
aut velenitiis at omnissunt, adit vel maximi,
cusa id quaeperum et labo. Coresed quam
fuga. Elescimus aut estiunt hictur? Quis imus
et eiur, qui dolupis dus.
Num est libus, ium vendam ilici apist ut pele
Mage Hand Press
magehandpress.com
FIGHTING STYLE
PICK ONE: 2 PRIMEVAL AWARENESS
You can use your action and expend one ranger 3 RANGER ARCHETYPE FEATURE
11
• ARCHERY. You gain a +2 bonus to attack rolls spell slot to focus your awareness on the region
you make with ranged weapons. around you. For 1 minute per level of the spell slot
• DEFENSE. While you are wearing armor, you gain a you expend, you can sense whether the following
+1 bonus to AC. types of creatures are present within 1 mile of you (or
• DUELING. When you are wielding a melee weapon within up to 6 miles if you are in your favored terrain):
in one hand and no other weapons, you gain a +2 aberrations, celestials, dragons, elementals, fey,
bonus to damage rolls with that weapon. fiends, and undead. This feature doesn’t reveal the
• TWO-WEAPON FIGHTING. When you engage in creatures’ location or number.
two-weapon fighting, you can add your ability
modifier to the damage of the second attack.
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 4
by 2, or you can increase two ability scores of your
SPELLCASTING
You have learned to use the magical essence of 2 choice by 1. As normal, you can’t increase an ability
nature to cast spells. score above 20 using this feature.
SPELL SLOTS. The Ranger table shows how many
spell slots you have to cast your ranger spells of 1st
level and higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain
EXTRA ATTACK
You can attack twice, instead of once, whenever 5
all expended spell slots when you finish a long rest. you take the Attack action on your turn.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER. You
know two 1st-level spells of your choice from the
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 12
ranger spell list.
The Spells Known column of the Ranger table
RANGER ARCHETYPE FEATURE
7 by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
shows when you learn more ranger spells of your
score above 20 using this feature.
choice. Each of these spells must be of a level for
which you have spell slots.
Additionally, when you gain a level in this class,
you can choose one of the ranger spells you know and
replace it with another spell from the ranger spell list,
VANISH
You can use the Hide action as a bonus action 14
which also must be of a level for which you have spell on your turn. Also, you can’t be tracked by
slots. nonmagical means, unless you choose to leave a trail.
SPELLCASTING ABILITY. You use your Wisdom
whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting
the saving throw DC for a ranger spell you cast and
RANGER ARCHETYPE FEATURE
15
when making an attack roll with one.

SPELL SAVE DC = 8 + your proficiency bonus +


your Wisdom modifier

SPELL ATTACK MODIFIER = your proficiency bonus +


your Wisdom modifier

TROPHY HUNTER: VISCERAL ATTACK


When you deal damage with a weapon attack, 3
youcan choose to deal maximum damage with
that weapon’s damage dice. This ability doesn’t
apply to additional sources of damage, such as from a
rogue’s Sneak Attack or the hunter’s mark spell.
SHORT REST RECHARGE

RANGER ARCHETYPE FEATURE


3
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 8
by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
ABILITY SCORE IMPROVEMENT
You can increase one ability score of your choice 16
score above 20 using this feature. by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
LAND’S STRIDE
Moving through nonmagical difficult terrain 8
costs you no extra movement. You can also pass
through nonmagical plants without being slowed by
FERAL SENSES
When you attack a creature you can’t see, your 18
them and without taking damage from them if they inability to see it doesn’t impose disadvantage on
have thorns, spines, or a similar hazard. your attack rolls against it. You are also aware of the
In addition, you have advantage on saving location of any invisible creature within 30 feet of you,
throws against plants that are magically created or provided that the creature isn’t hidden from you and
manipulated to impede movement, such as those you aren’t blinded or deafened.
created by the entangle spell.

ABILITY SCORE IMPROVEMENT


You can increase one ability score of your choice 19
HIDE IN PLAIN SIGHT
You can spend 1 minute creating camouflage for 10 by 2, or you can increase two ability scores of your
yourself. You must have access to fresh mud, dirt, choice by 1. As normal, you can’t increase an ability
plants, soot, and other naturally occurring materials score above 20 using this feature.
with which to create your camouflage.
Once you are camouflaged in this way, you
can try to hide by pressing yourself up against a
solid surface, such as a tree or wall, that is at least
FOE SLAYER
Once on each of your turns, you can add your 20
as tall and wide as you are. You gain a +10 bonus to Wisdom modifier to the attack roll or the damage
Dexterity (Stealth) checks as long as you remain there roll of an attack you make against one of your favored
without moving or taking actions. Once you move or enemies. You can choose to use this feature before
take an action or a reaction, you must camouflage or after the roll, but before any effects of the roll are
yourself again to gain this benefit. applied.
FEATS AND NOTES

Wis 3 SPELL SLOTS CONC.

SPELLCASTING ABILITY SAVE DC SPELL ATTACK


BONUS

Cantrips
0

1 SPELL SLOTS CONC.


4 SPELL SLOTS CONC.

MAGIC ITEMS

2 SPELL SLOTS CONC.


5 SPELL SLOTS CONC.

ATTUNED MAGIC ITEMS

You might also like