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Deep Gnome Ranger Character Sheet

D&D 5th Edition Character Sheet

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Alex Fer Vinif
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0% found this document useful (0 votes)
252 views6 pages

Deep Gnome Ranger Character Sheet

D&D 5th Edition Character Sheet

Uploaded by

Alex Fer Vinif
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

Hunter Ranger 3 Rewarded

CLASS & LEVEL BACKGROUND PLAYER NAME


KRULL Deep Gnome - Svirfneblin Chaotic Good 900
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
10
STRENGTH 16 2 30

-1 2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 25
1 Strength
DEXTERITY 4 Dexterity 10

2 1
-1
Constitution
Intelligence
CURRENT HIT POINTS

15 2 Wisdom
IDEALS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
10

1 4 Acrobatics (Dex)
3

12 2 Animal Handling (…
BONDS
-1 Arcana (Int)

INTELLIGENCE -1 Athletics (Str)

-1
-1 Deception (Cha) NAME ATK DAMAGE/TYPE 10

-1 History (Int) Dagger - Melee +4 1d4+2 Piercing

8 4 Insight (Wis)
Dagger - Ran… +4 1d4+4 Piercing
-1 Intimidation (Cha) FLAWS

-1 Investigation (Int)
WISDOM Cure Wounds 1d8+2 Healing

2
2 Medicine (Wis)
-1 Nature (Int) Hunter's Mark 1d6 Piercing Speed
4 Perception (Wis)
14 Favored Foe 1d4 Piercing
Languages
-1 Performance (Cha) Size and Age
1 Persuasion (Cha) Zephyr Strike 1d8 Force
CHARISMA
Gnome Cunning
-1 Religion (Int)

-1 2
6
Sleight of Hand (…
Stealth (Dex)
Colossus Sla… 1d8 Piercing
Superior Darkvision

Stone Camouflage
ATTACKS & SPELLCASTING
8 Backround: Rewarded
4 Survival (Wis)
Fortune’s Favor
SKILLS 0 0 0 0 0
CP SP EP GP PP Feat: Lucky

Favored Foe
14 PASSIVE WISDOM (PERCEPTION)
1 Studded Leather Armor
Deft Explorer
1 Shield
Fighting Style
TOOL: Dice Set 1 Dagger of Returning
Fighting Style: Thrown Weapon Fighting
LANGUAGE: Deep Speech, Common, 12 Dagger
Spellcasting
Dwarvish, Gnomish, Undercommon 1 Pouch

ARMOR: Light Armor, Medium Armor, Shields EQUIPMENT


Spellcasting Focus

WEAPON: Martial weapons, Simple weapons Primeval Awareness

Hunter's Prey
OTHER PROFICIENCIES & LANGUAGES
Colossus Slayer

Ranger Conclave: Hunter

Feat: Squat Nimbleness

Dagger of Returning

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 12 Total: 3
CP SP EP GP PP
12 3
DAGGER LUCKY

Total: Total: 2
2
ATTACKS & SPELLCASTING
FAVORED FOE

Total: Total: 1
1
SPEAK WITH ANIMALS

EQUIPMENT
Total: Total:

Total: Total:
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 3

Hunter's Mark

Cure Wounds 5 0 8 0
Zephyr Strike

Speak with Animals

9 0

2 0
FEATURES & TRAITS
Speed Favored Foe Spellcasting
Your base walking speed is 25 feet. This 1st-level feature replaces the Favored By the time you reach 2nd level, you have
Enemy feature and works with the Foe Slayer learned to use the magical essence of nature
Languages feature. You gain no benefit from the replaced to cast spells, much as a druid does.
You can read, speak, and write Common and feature and don't qualify for anything in the
Gnomish game that requires it. Spell Slots
The Ranger table shows how many spell slots
Size and Age When you hit a creature with an attack roll, you have to cast your ranger spells of 1st level
Gnomes mature at the same rate as humans, you can call on your mystical bond with nature and higher. To cast one of these spells, you
and most are expected to settle into adult life to mark the target as your favored enemy for 1 must expend a slot of the spell's level or
around the age of 40. They can live to 350 minute or until you lose your concentration (as higher. You regain all expended spell slots
years on average, but it's not too uncommon if you were concentrating on a spell). when you finish a long rest.
for them to reach 500 years of age.
Gnomes are between 3 and 4 feet tall and The first time on each of your turns that you hit For example, if you know the 1st-level spell
weigh around 40 pounds. Your size is Small. the favored enemy and deal damage to it, Animal Friendship and have a 1st-level and a
including when you mark it, you increase that 2nd-level spell slot available, you can cast
Gnome Cunning damage by 1d4. Animal Friendship using either slot.
You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against You can use this feature to mark a favored Spells Known of 1st Level and Higher
magic. enemy a number of times equal to your You know two 1st-level spells of your choice
proficiency bonus, and you regain all from the ranger spell list.
Superior Darkvision expended uses when you finish a long rest.
Your darkvision has a radius of 120 feet. The Spells Known column of the Ranger table
This feature's extra damage increases when shows when you learn more ranger spells of
Stone Camouflage you reach certain levels in this class: to 1d6 at your choice. Each of these spells must be of a
You have advantage on Dexterity (stealth) 6th level and to 1d8 at 14th level. level for which you have spell slots. For
checks to hide in rocky terrain. instance, when you reach 5th level in this
Deft Explorer class, you can learn one new spell of 1st or
Backround: Rewarded This 1st-level feature replaces the Natural 2nd level.
Skill Proficiencies: Insight, Persuasion Explorer feature. You gain no benefit from the
Languages: Undercommon replaced feature and don't qualify for anything Additionally, when you gain a level in this
Tool Proficiencies: Dices in the game that requires it. class, you can choose one of the ranger spells
you know and replace it with another spell
You are an unsurpassed explorer and survivor, from the ranger spell list, which also must be
Fortune’s Favor
both in the wilderness and in dealing with of a level for which you have spell slots.
Your unexpected good fortune is reflected by a
minor boon. You gain the Lucky feat others on your travels. You gain the Canny
benefit below, and you gain an additional Spellcasting Ability
benefit when you reach 6th level and 10th Wisdom is your spellcasting ability for your
Feat: Lucky
level in this class. ranger spells, since your magic draws on your
You have inexplicable luck that seems to kick
attunement to nature. You use your Wisdom
in at just the right moment.
Canny (1st Level) whenever a spell refers to your spellcasting
Choose one of your skill proficiencies. Your ability. In addition, you use your Wisdom
You have 3 luck points. Whenever you make
proficiency bonus is doubled for any ability modifier when setting the saving throw DC for
an attack roll, an ability check, or a saving
check you make using the chosen skill= a ranger spell you cast and when making an
throw, you can spend one luck point to roll an
Stealth attack roll with one.
additional d20. You can choose to spend one
of your luck points after you roll the die, but
You can also speak, read, and write 2 Spell save DC = 8 + your proficiency bonus +
before the outcome is determined. You choose
additional languages of your choice.= your Wisdom modifier
which of the d20s is used for the attack roll,
Dwarvish , Deep Speech
ability check, or saving throw.
Spell attack modifier = your proficiency bonus
Fighting Style + your Wisdom modifier
You can also spend one luck point when an
attack roll is made against you. Roll a d20 and At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the Spellcasting Focus
then choose whether the attack uses the
following options. At 2nd level, you can use a druidic focus as a
attacker's roll or yours.
You can’t take a Fighting Style option more spellcasting focus for your ranger spells. A
than once, even if you later get to choose druidic focus might be a sprig of mistletoe or
If more than one creature spends a luck point
again. holly, a wand or rod made of yew or another
to influence the outcome of a roll, the points
special wood, a staff drawn whole from a living
cancel each other out; no additional dice are
Fighting Style: Thrown Weapon Fighting tree, or an object incorporating feathers, fur,
rolled.
You can draw a weapon that has the thrown bones, and teeth from sacred animals.
You regain your expended luck points when property as part of the attack you make with
you finish a long rest. the weapon.
In addition, when you hit with a ranged attack
using a thrown weapon, you gain a +2 bonus
to the damage roll.
Primeval Awareness Hunter's Prey Feat: Squat Nimbleness
This 3rd-level feature replaces the Primeval At 3rd level, you gain one of the following Prerequisite: Dwarf or a Small race
Awareness feature. You gain no benefit from features of your choice.
the replaced feature and don't qualify for Colossus Slayer or Giant Killer or Horde You are uncommonly nimble for your race. You
anything in the game that requires it. Breaker. gain the following benefits:
Chosen: Colossus Slayer
You can focus your awareness through the Increase your Dexterity score by 1, to a
interconnections of nature: you learn Colossus Slayer maximum of 20.
additional spells when you reach certain levels Your tenacity can wear down the most potent Increase your walking speed by 5 feet.
in this class if you don't already know them, as foes. When you hit a creature with a weapon You gain proficiency in the Acrobatics skill
shown in the Primal Awareness Spells table. attack, the creature takes an extra 1d8
These spells don't count against the number of damage if it’s below its hit point maximum. You You have advantage on any Strength
ranger spells you know. can deal this extra damage only once per turn. (Athletics) or Dexterity (Acrobatics) check you
make to escape from being grappled.
Primal Awareness Spells Ranger Conclave: Hunter
Ranger Level Spell Dagger of Returning
3rd Speak with Animals At 3rd level, you choose to emulate the ideals Dagger:
5th Beast Sense and training of a ranger conclave. Your choice Damage : 1d4 Piercing
9th Speak with Plants grants you features at 3rd level and again at Require attunement.
13th Locate Creature 7th, 11th, and 15th level. 2 Charges
17th Commune with Nature If goes 0 charges: roll d20 = 1,2 it destroys
Chosen: Hunter Conclave itself 1,2
You can cast each of these spells once without It recharge: 1 charge/day
expending a spell slot. Once you cast a spell Improved range = 30/120
in this way, you can't do so again until you 1 Charge: As Bonus Action, it appears back in
finish a long rest. your hand if is still in the same plane of
existence
SPELLS
Hunter's Mark Cure Wounds
divination 1 evocation 1 Speak with Animals
Casting Time: 1 bonus action Casting Time: 1 action divination 1 (ritual)
Range: 90 feet Range: Touch Casting Time: 1 action
Target: A creature that you can see within Target: A creature you touch Range: Self
range Components: V S Target: Self
Components: V Duration: Instantaneous Components: V S
Duration: ConcentrationUp to 1 hour Description: Duration: 10 minutes
Description: A creature you touch regains a number of hit Description:
You choose a creature you can see within points equal to 1d8 + your spellcasting ability You gain the ability to comprehend and
range and mystically mark it as your quarry. modifier. This spell has no effect on undead or verbally communicate with beasts for the
Until the spell ends, you deal an extra 1d6 constructs. duration. The knowledge and awareness of
damage to the target whenever you hit it with At Higher Levels: When you cast this spell many beasts is limited by their intelligence, but
a weapon attack, and you have advantage on using a spell slot of 2nd level or higher, the at minimum, beasts can give you information
any Wisdom (Perception) or Wisdom Healing increases by 1d8 for each slot level about nearby locations and monsters,
(Survival) check you make to find it. If the above 1st. including whatever they can perceive or have
target drops to 0 hit points before this spell perceived within the past day. You might be
ends, you can use a bonus action on a Zephyr Strike able to persuade a beast to perform a small
subsequent turn of yours to mark a new transmutation 1 favor for you, at the DM’s discretion.
creature. Casting Time: 1 bonus action
At Higher Levels: When you cast this spell Range: Self
using a spell slot of 3rd or 4th level, you can Target: Self
maintain your Concentration on the spell for Components: V
up to 8 hours. When you use a spell slot of 5th Duration: ConcentrationConcentration, up to
level or higher, you can maintain your 1 minute
concentr⁠ation on the spell for up to 24 hours. Description:
You move like the wind. For the duration, your
movement doesn’t provoke opportunity
attacks.

Once before the spell ends, you can give


yourself advantage on one weapon attack roll
on your turn. That attack deals an extra 1d8
force damage on a hit. Whether you hit or
miss, your walking speed increases by 30 feet
until the end of that turn.

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