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Beast Master Ranger Character Sheet

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0% found this document useful (0 votes)
59 views8 pages

Beast Master Ranger Character Sheet

test

Uploaded by

David Krist
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

Beast Master Ranger 7 Folk Hero

CLASS & LEVEL BACKGROUND PLAYER NAME


Meekx Sat Arora Elf Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 19 5 35

0 3 PROFICIENCY BONUS

11 PERSONALITY TRAITS
Hit Point Maximum 78
3 Strength

DEXTERITY 8 Dexterity

5
2 Constitution CURRENT HIT POINTS

1 Intelligence
5 Wisdom
20 IDEALS
1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 5 Acrobatics (Dex)
7

14 8 Animal Handling (…
1 Arcana (Int) BONDS

INTELLIGENCE 3 Athletics (Str)

1
1 Deception (Cha) NAME ATK DAMAGE/TYPE

1 History (Int)
Compound L… +8 1d12+5 Pierc…
5 Insight (Wis)
13
1 Intimidation (Cha) Rangers Quarry 1d6
FLAWS
1 Investigation (Int)
WISDOM
5 Medicine (Wis) Hail of Thorns DC16 1d10 Piercing

5 4 Nature (Int)
11 Perception (Wis)
Sabre +8 2d4+5 Slashi… Weapon Mastery

20 1 Performance (Cha)
knacks
Hemmen's L… +8 2d6 fire
Rangers Quarry
1 Persuasion (Cha)
CHARISMA Arora Elf
1 Religion (Int) Scorching Ray +8 2d6 Fire

1 5

5
Sleight of Hand (D…
Stealth (Dex) ATTACKS & SPELLCASTING
Rustic Hospitality

Fighting Style

12 8 Survival (Wis) Spellcasting

SKILLS
10 Spellcasting Focus
CP SP EP GP PP
Martial Versatility

Primal Beast
21 PASSIVE WISDOM (PERCEPTION) 1 Belt Pouch
Observant
1 Leatherworker's Tools
1 Compound Longbow Medium Armor Master
TOOL: Flethcer's Tools, Land Vehicles,
1 Quiver Fighting Style: Two-Weapon Fighting
Leatherworker's Tools
1 Arrows Compound Bowmaster
LANGUAGE: Common, Elvish, Goblin,
1 Iron pot Sabre Master
Zephyrwhisper
1 Common clothes
ARMOR: Light Armor, Medium Armor, Shields Extra Attack
EQUIPMENT
WEAPON: Martial weapons, Simple weapons Feral Senses

Beastial Focus
OTHER PROFICIENCIES & LANGUAGES
Knacks

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: d6 Total:
CP SP EP GP PP

RANGERS QUARRY ARROWS


1 Dungeoneer's Pack
1 Shovel
10 Piton Total: Total:
10 Torch
1 Tinderbox
ATTACKS & SPELLCASTING
10 Rations
1 Waterskin Total: Total:
1 Hempen rope
1 Backpack
1 Crowbar
1 Hammer
2 Sabre
1 Boots of Elvenkind
1 Circlet of Blasting
1 Breastplate

EQUIPMENT
WISDOM 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 4

Rangers Quarry

Ensnaring Strike 5 0 8 0
Hail of Thorns

Speak with Animals

Ambusher's Regret 9 0
Elemental Infusion

Hemmen's Low Blow

Beast Bond

Animal Friendship

2 3

Spike Growth

Beast Sense

Cordon of Arrows

Warding Bond

Scorching Ray
FEATURES & TRAITS
Weapon Mastery Rustic Hospitality Primal Beast
Compound Bow - When you score a powerful Since you come from the ranks of the common 3rd-level Beast Master Conclave feature You have
blow, you deal normal damage to your primary folk, you fit in among them with ease. You can find formed a bond with a Primal Beast. You choose its
target and weapon damage to one other target in a a place to hide, rest, or recuperate among other stat block from one of the following options: the
straight line from Scimitar - Deflect, Keen. If you commoners, unless you have shown yourself to be Beast of the Cave, Land, Sea, or Sky, each of which
travel at least 20ft or are mounted, your next a danger to them. They will shield you from the law is detailed on the following page. The Primal Beast
attack's damage deals an additional d8 damage. or anyone else searching for you, though they will stat blocks use your proficiency bonus (PB) and
not risk their lives for you. Ranger Spell save DC. Your Primal Beast is
knacks friendly to you and your allies, and it obeys your
In the wild, you have learned bits of primal Fighting Style commands. In combat, it acts on your turn. It can
knowledge, known as Knacks, which bolster your At 2nd level, you adopt a particular style of move and use its reaction on its own, but it only
hunting, survival, and tracking skills. At 1st level, fighting as your specialty. Choose one of the takes the Dodge action unless you use a bonus
you know one Knack of your choice from the list at following options. You can’t take a Fighting Style action to order it to take an action from its stat
the end of this class. Whenever you gain a Ranger option more than once, even if you later get to block, or another action. Whenever you take the
level, you can replace one Knack you know with a choose again. Attack action, you can forgo one attack to
Knack of your choice, so long as you meet the command your Beast to attack. When you are
prerequisites for that Knack. You cannot replace a Spellcasting
incapacitated, your Beast can act on its own, and it
Knack that is a prerequisite for another Knack you By the time you reach 2nd level, you have learned
uses its turns to defend both itself and you to the
know. At certain Ranger levels, you learn additional to use the magical essence of nature to cast spells,
best of its abilities. If your Beast is reduced to 0 hit
Knacks, as shown in the Knacks Known column of much as a druid does. See"Casting a Spell" for the
points, it makes death saving throws like a player
the Ranger table. general rules of spellcasting and "Ranger Spells by
character would. If the Beast dies, you can perform
Level" for the ranger spell list.
a special 1-hour ritual, which can be during a short
Rangers Quarry
Spellcasting Focus or long rest, that returns your Primal Beast to life
You focus your senses to hunt as a predator of the
You can use a druidic focus as a spellcasting focus with 1 hit point. As part of this ritual, the Beast can
wild. Also at 2nd level, you can use a bonus action
for your ranger spells. A druidic focus might be a expend hit dice to regain additional hit points. It
to mark one creature you can see as your Quarry,
sprig of mistletoe or holly, a wand or rod made of can also take a new form, choosing a new Primal
gaining the benefits below: Whenever you damage
yew or another special wood, a staff drawn whole Beast stat block and appearance
it with an attack, you deal bonus damage equal to a
roll of your Quarry Die, which is a d4. Whenever from a living tree, or an object incorporating
Observant
you make an ability check to track or locate it, you feathers, fur, bones, and teeth from sacred animals.
Quick to notice details of your environment, you
can add one roll of your Quarry Die to your d20 gain the following benefits: Increase your
Martial Versatility
roll. These benefits last for 1 hour but end early if Intelligence or Wisdom score by 1, to a maximum
Whenever you reach a level in this class that grants
your Quarry is slain or if you mark another creature of 20. If you can see a creature’s mouth while it is
the Ability Score Improvement feature, you can
as your Quarry. You can use this feature a number speaking a language you understand, you can
replace a fighting style you know with another
of times equal to your Wisdom modifier (a interpret what it’s saying by reading its lips. You
fighting style available to rangers. This replacement
minimum of once). You regain all expended uses have a +5 bonus to your passive Wisdom
represents a shift of focus in your martial practice.
when you finish a long rest. When you have no (Perception) and Intelligence (Investigation) scores.
uses left, you can expend a spell slot to use this
feature again. When you reach 6th, 10th, 14th, and Medium Armor Master
18th levels in this class, both the duration of You have practiced moving in medium armor to
Ranger's Quarry and the size of your Quarry Die gain the following benefits: Wearing medium armor
increase, as indicated in the Ranger table. doesn’t impose disadvantage on your Dexterity
(Stealth) checks. When you wear medium armor,
Arora Elf you can add 3, rather than 2, to your AC if you
Awakened Mind - Cant be magically sleeped have a Dexterity of 16 or higher.
DarkVision - 60 ft. Focused Mind - Adv on Charm
Allie’s Influence - get a +1 for each ally within 30ft Fighting Style: Two-Weapon Fighting
up to 5 Shroud of the wild - Can hide in deserts When you engage in two-weapon fighting, you can
Pack tactics - Just like normal. Nature’s Voice - add your ability modifier to the damage of the
Talk to plants and animals Inured to elements - Adv second attack.
on extreme heat and cold
Compound Bowmaster Beastial Focus Knacks
When you score a powerful blow, you deal normal You and your Beast hunt as one. Your Primal Beast Wild Insight I You have a special insight into the
damage to your primary target and weapon damage gains all benefits of your Ranger's Quarry, mannerisms and sounds of wild animals. You can
to one other target in a straight line from you that including any Knacks that enhance it, and its communicate with beasts as if you were always
intersects your first target, as long as your attack attacks count as magical for the sake of overcoming under the effect of a speak with animals spell.
roll would hit your second target's AC as well. resistance and immunity to nonmagical attacks. Stalker I You are a master at remaining undetected
in the wilderness. You have advantage on Dexterity
Sabre Master (Stealth) checks you make to hide while you are in
If you are wielding a single saber, you may add d4 natural environments. Natural Regeneration
to your deflect rolls. While wielding two sabers, if Prerequisite: 3rd-level Ranger During a short rest,
you reduce an enemy's damage to 0, you gain the you can recover spell slots of a combined level
use of your reaction back. equal to your Wisdom modifier. Once you do, you
must finish a long rest before you can use this
Extra Attack
feature again. Slayer I Prerequisite: 3rd-level
Beginning at 5th level, you can attack twice,
Ranger When you hit a creature with a weapon
instead of once, whenever you take the Attack
attack you can mark it as your Quarry as part of the
action on your turn.
attack, applying your Quarry damage bonus and
Feral Senses other benefits to the damage roll. Strider I You
You hunt with the skills of an apex predator. At 5th ignore the effects of difficult terrain imposed by
level, you can't have disadvantage on attack rolls natural environments, such as undergrowth, snow,
against your Quarry. When you reach 18th level, or swamp. You also can't become lost so long as
you cannot have disadvantage on attack rolls you can see the night sky. Finally, you and up to 10
against any target within 30 feet of you. creatures who travel with you don't have your
travel slowed by natural difficult terrain.
SPELLS
Rangers Quarry Hail of Thorns Ambusher's Regret
Divination 1 Conjuration 1 Evocation 1
Casting Time: 1 bonus action Casting Time: 1 bonus action Casting Time: 1 reaction, which you take when
Range: 90 feet Range: Self you are hit by a ranged attack from an attacker you
Target: A creature that you can see within range Target: Self can’t see
Components: V Components: V Range: 120 feet
Duration: ConcentrationUp to 1 hour Duration: ConcentrationUp to 1 minute Target:
Description: Description: Components: S
You choose a creature you can see within range and The next time you hit a creature with a ranged Duration: 1 round
mystically mark it as your quarry. Until the spell weapon attack before the spell ends, this spell Description:
ends, you deal an extra 1d6 damage to the target creates a rain of thorns that sprouts from your You release an arcane arrow that traces the path of
whenever you hit it with a weapon attack, and you ranged weapon or ammunition. In addition to the the triggering attack back to your unseen attacker,
have advantage on any Wisdom (Perception) or normal effect of the attack, the target of the attack provided the attacker is in range. That creature
Wisdom (Survival) check you make to find it. If the and each creature within 5 feet of it must make a must succeed on a Dexterity saving throw or be
target drops to 0 hit points before this spell ends, Dexterity saving throw. A creature takes 1d10 outlined in light until the end of your next turn.
you can use a bonus action on a subsequent turn of piercing damage on a failed save, or half as much While outlined in light, the creature sheds dim light
yours to mark a new creature. damage on a successful one. in a 10-foot radius, any attack roll against it is
At Higher Levels: When you cast this spell using a At Higher Levels: If you cast this spell using a made with advantage if the attacker can see the
spell slot of 3rd or 4th level, you can maintain your spell slot of 2nd level or higher, the damage creature, and the creature can’t benefit from being
Concentration on the spell for up to 8 hours. When increases by 1d10 for each slot level above 1st (to a invisible.
you use a spell slot of 5th level or higher, you can maximum of 6d10).
maintain your concentr⁠ation on the spell for up to Elemental Infusion
24 hours. Speak with Animals Transmutation 1
Divination 1 Casting Time: 1 bonus action
Ensnaring Strike Casting Time: 1 action Range: 10 feet
Conjuration 1 Range: Self Target:
Casting Time: 1 bonus action Target: Self Components: V S
Range: Self Components: V S Duration: Concentrationup to 1 hour
Target: See text Duration: 10 minutes Description:
Components: V Description: You infuse an ally’s weapon with the power of the
Duration: ConcentrationUp to 1 minute You gain the ability to comprehend and verbally elements. Choose a weapon worn or carried by a
Description: communicate with beasts for the duration. The friendly creature within range and choose one of
The next time you hit a creature with a weapon knowledge and awareness of many beasts is limited the following damage types: acid, cold, fire,
attack before this spell ends, a writhing mass of by their intelligence, but at minimum, beasts can lightning, poison, or thunder. Until the spell ends,
thorny vines appears at the point of impact, and the give you information about nearby locations and that weapon’s damage type changes from its
target must succeed on a Strength saving throw or monsters, including whatever they can perceive or normal type to the chosen type. The spell ends
be restrained by the magical vines until the spell have perceived within the past day. You might be early if the weapon is held by a hostile creature at
ends. A Large or larger creature has advantage on able to persuade a beast to perform a small favor the start of your turn or if the weapon is not in the
this saving throw. If the target succeeds on the save, for you, at the DM’s discretion. possession of a friendly creature for more than 1
the vines shrivel away. While restrained by this minute.
spell, the target takes 1d6 piercing damage at the At Higher Levels: When you cast this spell using a
start of each of its turns. A creature restrained by spell slot of 2nd level or higher, you can target one
the vines or one that can touch the creature can use additional weapon for each slot level above 1st. All
its action to make a Strength check against your affected weapons are changed to the same damage
spell save DC. On a success, the target is freed. type.
At Higher Levels: If you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Hemmen's Low Blow Animal Friendship Cordon of Arrows
Conjuration 1 Enchantment 1 Transmutation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 15 feet Range: 30 feet Range: 5 feet
Target: Target: A beast that you can see within range Target: Four pieces of nonmagical ammunition in
Components: V Components: V S M the ground within range
Duration: Instantaneous Duration: 24 hours Components: V S M
Description: Description: Duration: 8 hours
You summon a magical boot that kicks a creature This spell lets you convince a beast that you mean Description:
you can see within range. Make a melee spell it no harm. Choose a beast that you can see within You plant four pieces of nonmagical ammunition—
attack against that target. If it hits, the target takes range. It must see and hear you. If the beast’s arrows or crossbow bolts—in the ground within
2d6 force damage and is knocked prone. A creature Intelligence is 4 or higher, the spell fails. range and lay magic upon them to protect an area.
damaged by this spell has disadvantage on the next Otherwise, the beast must succeed on a Wisdom Until the spell ends, whenever a creature other than
attack roll it makes before the end of its next turn. saving throw or be charmed by you for the spell’s you comes within 30 feet of the ammunition for the
At Higher Levels: When you cast this spell using a duration. If you or one of your companions harms first time on a turn or ends its turn there, one piece
spell slot of 2nd level or higher, the damage the target, the spells ends. of ammunition flies up to strike it. The creature
increases by 1d6 for each slot level above 1st. At Higher Levels: When you cast this spell using a must succeed on a Dexterity saving throw or take
When you cast this spell using a spell slot of 3rd spell slot of 2nd level or higher, you can affect one 1d6 piercing damage. The piece of ammunition is
level or higher, you can target one additional additional beast for each slot level above 1st. then destroyed. The spell ends when no
creature in range for every two slot levels above ammunition remains. When you cast this spell, you
1st. Spike Growth can designate any creatures you choose, and the
Transmutation 2 spell ignores them.
Beast Bond Casting Time: 1 action At Higher Levels: When you cast this spell using a
Divination 1 Range: 150 feet spell slot of 3rd level or higher, the amount of
Casting Time: 1 action Target: A 20-foot radius centered on a point within Ammunition that can be affected increases by two
Range: Touch range for each slot level above 2nd.
Target: One beast you touch that is friendly to you Components: V S M
or charmed by you Duration: ConcentrationUp to 10 minutes Warding Bond
Components: V S M Description: Abjuration 2
Duration: ConcentrationUp to 10 minutes The ground in a 20-foot radius centered on a point Casting Time: 1 action
Description: within range twists and sprouts hard spikes and Range: Touch
You establish a telepathic link with one beast you thorns. The area becomes difficult terrain for the Target: A willing creature you touch
touch that is friendly to you or charmed by you. duration. When a creature moves into or within the Components: V S M
The spell fails if the beast’s Intelligence score is 4 area, it takes 2d4 piercing damage for every 5 feet Duration: 1 hour
or higher. Until the spell ends, the link is active it travels. The transformation of the ground is Description:
while you and the beast are within line of sight of camouflaged to look natural. Any creature that This spell wards a willing creature you touch and
each other. Through the link, the beast can can’t see the area at the time the spell is cast must creates a mystic connection between you and the
understand your telepathic messages to it, and it make a Wisdom (Perception) check against your target until the spell ends. While the target is within
can telepathically communicate simple emotions spell save DC to recognize the terrain as hazardous 60 feet of you, it gains a +1 bonus to AC and
and concepts back to you. While the link is active, before entering it. saving throws, and it has resistance to all damage.
the beast gains advantage on attack rolls against Also, each time it takes damage, you take the same
any creature within 5 feet of you that you can see. Beast Sense amount of damage. The spell ends if you drop to 0
Divination 2 hit points or if you and the target become separated
Casting Time: 1 action by more than 60 feet. It also ends if the spell is cast
Range: Touch again on either of the connected creatures. You can
Target: A willing beast also dismiss the spell as an action.
Components: S
Duration: ConcentrationUp to 1 hour
Description:
You touch a willing beast. For the duration of the
spell, you can use your action to see through the
beast’s eyes and hear what it hears, and continue to
do so until you use your action to return to your
normal senses. While perceiving through the
beast’s senses, you gain the benefits of any special
senses possessed by that creature, though you are
blinded and deafened to your own surroundings.
Scorching Ray
Evocation 2
Casting Time: 1 action
Range: 120 feet
Target: Targets (one or several) within range
Components: V S
Duration: Instantaneous
Description:
You create three rays of fire and hurl them at
targets within range. You can hurl them at one
target or several. Make a ranged spell attack for
each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.

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