Ranger 2 Guild Artisan (Brewers, d…
CLASS & LEVEL BACKGROUND PLAYER NAME
Grom Ironbeard
Mountain Dwarf Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
I believe that anything worth doing is worth
STRENGTH 16 3 25 doing right. I can’t help it—I’m a perfectionist.
0
I’m well known for my work, and I want to make
2 PROFICIENCY BONUS sure everyone appreciates it. I'm always taken
aback when people haven’t heard of me.
10 Hit Point Maximum 20 PERSONALITY TRAITS
2 Strength
DEXTERITY 5 Dexterity Generosity. My talents were given to me so that
3
I could use them to benefit the world. (Good)
2 Constitution
CURRENT HIT POINTS
1 Intelligence IDEALS
17 2 Wisdom
-1 Charisma I will get revenge on the evil forces that
CONSTITUTION
destroyed my place of business and ruined my
SAVING THROWS TEMPORARY HIT POINTS
livelihood.
2 3 Acrobatics (Dex) 2 BONDS
4 Animal Handling (Wis)
14 I’m horribly jealous of anyone who can outshine
1 Arcana (Int)
my handiwork. Everywhere I go, I’m surrounded
0 Athletics (Str) by rivals.
INTELLIGENCE
1
-1 Deception (Cha) FLAWS
NAME ATK DAMAGE/TYPE
1 History (Int)
Shortsword +5 1d6+3 Piercing
4 Insight (Wis) Natural Explorer
12 Longbow +5 1d8+3 Piercing
-1 Intimidation (Cha) Natural Explorer: The Underdark
1 Investigation (Int) Hunter's Mark 1d6 Favored Enemy
WISDOM
Favored Enemy: Goblins
2
2 Medicine (Wis) ATTACKS & SPELLCASTING
Favored Enemy: Dwarfs (Duergar)
1 Nature (Int)
Speed
4 Perception (Wis) 15
15 CP SP EP GP PP
Stonecunning
-1 Performance (Cha)
Dwarven Resilience
CHARISMA 1 Persuasion (Cha) Darkvision
1 Letter of Introduction from Your Guild
-1
1 Religion (Int) Guild Membership
1 Belt Pouch
3 Sleight of Hand (Dex) Fighting Style
1 Shortsword
3 Stealth (Dex) Spellcasting
8 1 Traveler's Clothes
Spellcasting Focus
4 Survival (Wis)
1 Dungeoneer's Pack
Fighting Style: Archery
SKILLS
1 Brewer's Supplies
FEATURES & TRAITS
1 Scale Mail
14 PASSIVE WISDOM (PERCEPTION)
EQUIPMENT
TOOL: Cook's Utensils
LANGUAGE: Common, Dwarvish, Goblin,
Undercommon
ARMOR: Light Armor, Medium Armor, Shields
WEAPON: Battleaxe, Light Hammer, Martial
weapons, Simple weapons, Warhammer
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: Total: 20
CP SP EP GP PP 20
ARROWS
1 Longbow
Total: Total:
1 Quiver
20 Arrows
1 Traveler's clothes
ATTACKS & SPELLCASTING Total: Total:
1 Hempen Rope
1 Backpack
1 Crowbar
1 Hammer
10 Piton
10 Torch
1 Tinderbox
10 Rations
1 Waterskin
1 Hempen rope
EQUIPMENT
WISDOM 12 4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 2
Speak with Animals
Hunter's Mark 5 0 8 0
2 0
9 0
FEATURES & TRAITS
Natural Explorer Favored Enemy: Dwarfs (Duergar) Fighting Style
You are particularly familiar with one type of At 2nd level, you adopt a particular style of
Speed
natural environment and are adept at traveling fighting as your specialty. Choose one of the
Your speed is not reduced by wearing heavy
and surviving in such regions. Choose one type following options. You can’t take a Fighting
armor.
of favored terrain: arctic, coast, desert, forest, Style option more than once, even if you later
grassland, mountain, swamp, or the Underdark. Stonecunning get to choose again.
When you make an Intelligence or Wisdom Whenever you make an Intelligence (History)
Spellcasting
check related to your favored terrain, your check related to the origin of stonework, you
By the time you reach 2nd level, you have
proficiency bonus is doubled if you are using a are considered proficient in the History skill and
learned to use the magical essence of nature to
skill that you’re proficient in. While traveling for add double your proficiency bonus to the
cast spells, much as a druid does. See"Casting
an hour or more in your favored terrain, you check, instead of your normal proficiency
a Spell" for the general rules of spellcasting and
gain the following benefits: Difficult terrain bonus.
"Ranger Spells by Level" for the ranger spell
doesn’t slow your group’s travel. Your group
Dwarven Resilience list.
can’t become lost except by magical means.
Even when you are engaged in another activity You have advantage on saving throws against
Spellcasting Focus
while traveling (such as foraging, navigating, or poison, and you have resistance against poison
You can use a druidic focus as a spellcasting
tracking), you remain alert to danger. If you are damage
focus for your ranger spells. A druidic focus
traveling alone, you can move stealthily at a might be a sprig of mistletoe or holly, a wand or
Darkvision
normal pace. When you forage, you find twice rod made of yew or another special wood, a
Accustomed to life underground, you have
as much food as you normally would. While staff drawn whole from a living tree, or an
superior vision in dark and dim conditions. You
tracking other creatures, you also learn their object incorporating feathers, fur, bones, and
can see in dim light within 60 feet of you as if it
exact number, their sizes, and how long ago teeth from sacred animals.
were bright light, and in darkness as if it were
they passed through the area. You choose
dim light. You can’t discern color in darkness,
additional favored terrain types at 6th and 10th Fighting Style: Archery
only shades of gray.
level. You gain a +2 bonus to attack rolls you make
Guild Membership with ranged weapons.
Natural Explorer: The Underdark
As an established and respected member of a
Favored Enemy guild, you can rely on certain benefits that
Beginning at 1st level, you have significant membership provides. Your fellow guild
experience studying, tracking, hunting, and members will provide you with lodging and food
even talking to a certain type of enemy. Choose if necessary, and pay for your funeral if needed.
a type of favored enemy: aberrations, beasts, In some cities and towns, a guildhall offers a
celestials, constructs, dragons, elementals, fey, central place to meet other members of your
fiends, giants, monstrosities, oozes, plants, or profession, which can be a good place to meet
undead. Alternatively, you can select two races potential patrons, allies, or hirelings. Guilds
of humanoid (such as gnolls and orcs) as often wield tremendous political power. If you
favored enemies. You have advantage on are accused of a crime, your guild will support
Wisdom (Survival) checks to track your favored you if a good case can be made for your
enemies, as well as on Intelligence checks to innocence or the crime is justifiable. You can
recall information about them. You choose one also gain access to powerful political figures
additional favored enemy, as well as an through the guild, if you are a member in good
associated language, at 6th and 14th level. As standing. Such connections might require the
you gain levels, your choices should reflect the donation of money or magic items to the guild’s
types of monsters you have encountered on coffers. You must pay dues of 5 gp per month
your adventures. to the guild. If you miss payments, you must
make up back dues to remain in the guild’s
Favored Enemy: Goblins good graces.
SPELLS
Speak with Animals Hunter's Mark
Divination 1 Divination 1
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: 90 feet
Target: Self Target: A creature that you can see within
Components: V S range
Duration: 10 minutes Components: V
Description: Duration: ConcentrationUp to 1 hour
You gain the ability to comprehend and verbally Description:
communicate with beasts for the duration. The You choose a creature you can see within
knowledge and awareness of many beasts is range and mystically mark it as your quarry.
limited by their intelligence, but at minimum, Until the spell ends, you deal an extra 1d6
beasts can give you information about nearby damage to the target whenever you hit it with a
locations and monsters, including whatever weapon attack, and you have advantage on
they can perceive or have perceived within the any Wisdom (Perception) or Wisdom (Survival)
past day. You might be able to persuade a check you make to find it. If the target drops to
beast to perform a small favor for you, at the 0 hit points before this spell ends, you can use
DM’s discretion. a bonus action on a subsequent turn of yours to
mark a new creature.
At Higher Levels: When you cast this spell
using a spell slot of 3rd or 4th level, you can
maintain your Concentration on the spell for up
to 8 hours. When you use a spell slot of 5th
level or higher, you can maintain your
concentration on the spell for up to 24 hours.