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D&D Character Sheet: Deep Gnome Rogue/Ranger

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0% found this document useful (0 votes)
17 views5 pages

D&D Character Sheet: Deep Gnome Rogue/Ranger

Uploaded by

samir santos
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

Rogue 3 / Fighter 2 / Ranger 5 n6maa10816

CLASS & LEVEL PLAYER NAME


Kint
Deep Gnome Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +9 Dexterity
+2 Constitution +7 18 80 --
+0 • +4 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
10
+2 Charisma
3d8 + 2d10 + 5d10
Total SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage on INT saving
+5 throws against spells
Advantage on WIS saving
DEFENSES HIT DICE DEATH SAVES

throws against spells


20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +9 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+2 +2

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


14 P +4 Athletics STR Disguise Kit, Dragonchess Set, Jeweler's
ABILITY SAVE DC Tools, Poisoner's Kit, Thieves' Tools
P +6 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Common, Elvish, Thieves’ Cant, Umbral
30 ft. (Walking), 30 ft. (Climbing)
+0 +2 Intimidation CHA
+0 Investigation INT
10 +2 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +10 Perception WIS


+2 Performance CHA === ACTIONS === === SPECIAL ===
+2 P +6 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Action Surge • 1 / Short Rest
You can take one additional action on your turn.
Help, Hide, Ready, Search, Use an Object, This can be used 1 times per short rest.
+0 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise,
P +9 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Dread Ambusher
You add your WIS modifier (+2) to initiative rolls. At
E +13 Stealth DEX === BONUS ACTIONS === the start of your first turn of each combat, your walking
CHARISMA Cunning Action speed increases by 10 ft., which lasts until the end of
+2 Survival WIS
You can take a bonus action on each of your turns that turn. If you take the Attack action on that turn, you
can make one additional weapon attack as part of that
+2 to take the Dash, Disengage, or Hide action.

Second Wind • 1 / Short Rest


action, dealing an extra 1d8 damage of the weapon’s
damage type on a hit.
Once per short rest, you can use a bonus action to
14 regain 1d10 + 2 HP. Sneak Attack
Once per turn, you can deal an extra 2d6 damage
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

20 PASSIVE WISDOM (PERCEPTION)


Dagger +9 1d4+5 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Dagger +9 1d4+5 Piercing Simple, Finesse, Light, Thrown, Range (20/60)


12 PASSIVE WISDOM (INSIGHT)

Shortbow +11 1d6+5 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)

10 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike +4 1 Bludgeoning

Darkvision 150 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3 / Fighter 2 / Ranger 5 n6maa10816
CLASS & LEVEL PLAYER NAME
Kint
Deep Gnome Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === | Archery • PHB you already have it). While in darkness, you are
You gain a +2 bonus to attack rolls you make with invisible to any creature that relies on darkvision to see
* Hit Points • PHB 90 ranged weapons. you in that darkness.

* Proficiencies • PHB 90 * Spellcasting • PHB 91 * Ability Score Improvement • PHB 92


You can cast known ranger spells using WIS as your
* Favored Enemy • PHB 91 spellcasting modifier (Spell DC 14, Spell Attack +6). * Extra Attack • PHB 92
You have advantage on Survival checks to track your You can attack twice whenever you take the Attack
favored enemies, as well as on INT checks to recall * Ranger Archetype • PHB 92 action on your turn.
information about them. You also learn one language
of your choice that is spoken by your favored enemies, | Gloom Stalker === ROGUE FEATURES ===
if they speak one at all.
* Primeval Awareness • PHB 92 * Hit Points • PHB 95
| Humanoids • PHB As an action, you can expend one ranger spell slot (1
Humanoids are the main peoples of the world, both minute per level of spell slot) to sense whether any * Proficiencies • PHB 95
civilized and savage, including humans and a aberrations, celestials, dragons, elementals, fey,
tremendous variety of other species. fiends, or undead are present within 1 mile of you (or * Expertise • PHB 96
within up to 6 miles if you are in your favored terrain). Your proficiency bonus is doubled for any ability check
* Natural Explorer • PHB 91 This feature doesn’t reveal the creatures’ location or you make for two chosen proficiencies. [6th] Choose
You have a favored terrain type. Your proficiency number. two additional proficiencies.
bonus is doubled for proficient skills when you make
an INT or WIS check related to it. While traveling for | 1 Action * Sneak Attack • PHB 96
an hour or more in your chosen terrain, difficult terrain Once per turn, you can deal an extra 2d6 damage to
doesn’t slow your group’s travel, your group can’t * Gloom Stalker Magic • XGtE 42 one creature you hit with an attack with a finesse or
become lost except by magical means, you remain You learn additional spells based on your level that ranged weapon if you have advantage on the attack
alert to danger even when you are engaged in another count as ranger spells but don't count against the roll. You don’t need advantage on the attack roll if
activity, you can move stealthily at a normal pace number of spells you know. another enemy of the target is within 5 ft. of it, that
(while alone), you find twice as much food while enemy isn’t incapacitated, and you don’t have
foraging, and while tracking creatures, you learn the * Dread Ambusher • XGtE 42 disadvantage on the attack roll.
exact number, sizes, and how long ago they passed You add your WIS modifier (+2) to initiative rolls. At the
through the area. start of your first turn of each combat, your walking | Special
speed increases by 10 ft., which lasts until the end of
| Forest • PHB that turn. If you take the Attack action on that turn, you * Thieves’ Cant • PHB 96
You are particularly familiar with one type of natural can make one additional weapon attack as part of that You have learned thieves’ cant, a secret mix of dialect,
environment and are adept at traveling and surviving in action, dealing an extra 1d8 damage of the weapon’s jargon, and code that allows you to hide messages in
such regions. damage type on a hit. seemingly normal conversation. It takes four times
longer to convey such a message than it does to
* Fighting Style • PHB 91 | Special speak the same idea plainly.
You adopt a particular style of fighting as your
specialty. * Umbral Sight • XGtE 42 * Cunning Action • PHB 96
You gain darkvision out to a range of 60 ft. (+30 ft. if You can take a bonus action on each of your turns to

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Slippers of Spider Climbing 1 --

Studded Leather 1 13 lb.

SP 0 Shortbow of Warning 1 --

Dagger 1 1 lb.
EP 0 Dagger 1 1 lb.

Shortbow 1 2 lb.
GP 110 Shortbow of Warning 1 --

PP 0
WEIGHT CARRIED

17 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Slippers of Spider Climbing 1 --

PUSH/DRAG/LIFT

300 lb.

EQUIPMENT

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Rogue 3 / Fighter 2 / Ranger 5 n6maa10816
CLASS & LEVEL PLAYER NAME
Kint
Deep Gnome Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

take the Dash, Disengage, or Hide action. | 1 / Short Rest • Special appropriate level.

| 1 Bonus Action Your spellcasting modifier is either Intelligence,


=== DEEP GNOME RACIAL TRAITS === Wisdom, or Charisma (choose when you select this
* Roguish Archetype • PHB 96 race).
* Ability Score Increases • MotM 5
| Assassin When determining your character’s ability scores, | Wisdom •
increase one score by 2 and increase a different score Wisdom is your spellcasting ability for these spells
* Bonus Proficiencies • PHB 97 by 1, or increase three different scores by 1. when you cast them with this trait.
You gain proficiency with the disguise kit and the
poisoner’s kit. | Increase three scores (+1 / +1 / +1) • * Gnomish Magic Resistance • MotM 11
Increase three different scores by 1. You have advantage on Intelligence, Wisdom, and
* Assassinate • PHB 97 Charisma saving throws against spells.
You have advantage on attack rolls against any * Languages • MotM 5
creature that hasn’t taken a turn in the combat yet, and Your character can speak, read, and write Common * Svirfneblin Camouflage • MotM 11
any hit you score against a creature that is surprised is and one other language that you and your DM agree is When you make a Dexterity (Stealth) check, you can
a critical hit. appropriate for the character. make it with advantage 4 times per long rest.

=== FIGHTER FEATURES === * Creature Type • MotM 11 | 4 / Long Rest • Special
You are a Humanoid but are also considered a gnome
* Hit Points • PHB 71 for any prerequisite or effect that requires you to be a
gnome.
* Proficiencies • PHB 71
* Size • MotM 11
* Fighting Style • PHB 72 You are Small.
You adopt a fighting style specialty.
* Speed • MotM 11
| Defense • PHB Your walking speed is 30 ft.
While you are wearing armor, you gain a +1 bonus to
AC. * Darkvision • MotM 11
You can see in dim light within 120 ft. of you as if it
* Second Wind • PHB 72 were bright light and in darkness as if it were dim light
Once per short rest, you can use a bonus action to and discern colors in that darkness as shades of gray.
regain 1d10 + 2 HP.
* Gift of the Svirfneblin • MotM 11
| 1 / Short Rest • 1 Bonus Action You can cast <em>disguise self</em>, and at 5th level
you can cast <em>nondetection</em> once per long
* Action Surge • PHB 72 rest, without requiring material components. Once you
You can take one additional action on your turn. This cast either spell with this trait, you can’t cast that spell
can be used 1 times per short rest. again until you finish a long rest. You can also cast
these spells using any spell slots you have of the

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Small
GENDER AGE SIZE HEIGHT WEIGHT
Kint Chaotic Neutral
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 14 +6
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

=== 1st LEVEL === 4 Slots OOOO

O Hunter's Mark <C> Ranger -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 Ext. D: (See Description)*, D: 1h, V

O Disguise Self Gift of the Svirfneblin -- 1A Self V,S 1 hour PHB 233 1/LR, D: 1h, V/S

P Disguise Self Gift of the Svirfneblin (Always Prepared) -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

O Disguise Self Gloom Stalker Magic -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

=== 2nd LEVEL === 2 Slots OO

O Silence <C> Ranger -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

O Pass without Trace <C> Ranger -- 1A Self V,S,M Concentration, up to 1 hour PHB 264 D: 1h, V/S/M

O Lesser Restoration Ranger -- 1A Touch V,S Instantaneous PHB 255 V/S

O Rope Trick Gloom Stalker Magic -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

=== 3rd LEVEL ===

P Nondetection Gift of the Svirfneblin (Always Prepared) -- 1A Touch V,S,M 8 hours PHB 263 D: 8h, V/S/M

O Nondetection Gift of the Svirfneblin -- 1A Touch V,S,M 8 hours PHB 263 1/LR, D: 8h, V/S/M

SPELLS

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