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General Grievous

The document details a character sheet for a level 20 Warforged Ranger named General Grievous, including attributes, skills, proficiencies, and features. It highlights key abilities such as high Dexterity and Wisdom, various combat actions, and ranger-specific features like Slayer's Prey and Nature's Veil. The character also possesses unique Warforged traits, enhancing their resilience and combat capabilities.

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0% found this document useful (0 votes)
111 views6 pages

General Grievous

The document details a character sheet for a level 20 Warforged Ranger named General Grievous, including attributes, skills, proficiencies, and features. It highlights key abilities such as high Dexterity and Wisdom, various combat actions, and ranger-specific features like Slayer's Prey and Nature's Veil. The character also possesses unique Warforged traits, enhancing their resilience and combat capabilities.

Uploaded by

lucdafontoura
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

Ranger 20 DnDBuildsRJ

CLASS & LEVEL PLAYER NAME


General Grievous
Warforged Wildspacer (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +11 Dexterity
+3 Constitution +5 18 224 --
-1 +1 Intelligence
CLASS
+4 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Resistances - Poison Total 20d10 SUCCESSES
Saving Throw Modifiers Immunities - Disease, Magical
DEXTERITY FAILURES
Advantage against being Sleep
+5 poisoned
Advantage Against plants
DEFENSES HIT DICE DEATH SAVES

that are magically created


20 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+6
+3 P
+4

+7
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


16 P +5 Athletics STR Alchemist's Supplies, Navigator's Tools,
ABILITY SAVE DC Vehicles (Space)
-1 Deception CHA
+1 History INT === LANGUAGES ===
INTELLIGENCE
E +16 Insight WIS Abyssal, Celestial, Common, Deep Speech,
35 ft. (Walking), 35 ft. (Climbing), 35 ft. Goblin, Infernal, Primordial
+1 -1 Intimidation CHA
(Swimming)
P +7 Investigation INT
12 +4 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +10 Perception WIS


-1 Performance CHA === ACTIONS === creature has any damage immunities, resistances, or
+4 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
vulnerabilities and what they are if the creature is not
hidden from divination magic. You can use this feature
Help, Hide, Ready, Search, Use an Object, 4 times per long rest.
+1 Religion INT
18 Opportunity Attack, Grapple, Shove, Improvise,
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object === BONUS ACTIONS ===
Nature’s Veil • 6 / Long Rest
+5 Stealth DEX Deft Explorer: Tireless • 6 / Long Rest As a bonus action, you can magically become
CHARISMA As an action, you can give yourself invisible, along with any equipment you are wearing or
P +10 Survival WIS
<strong>1d8</strong>+4 temporary hit points carrying, until the start of your next turn.

-1 (minimum of 1 temporary hit point). You regain all


expended uses when you finish a long rest. Slayer’s Prey
As a bonus action, you designate one creature you
Hunter’s Sense • 4 / Long Rest can see within 60 ft. and the first time each turn that
8 As an action, choose one creature you can see you hit that target with a weapon attack, it takes an
within 60 ft. You immediately learn whether the extra 1d6 damage. This benefit lasts until you finish a
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

20 PASSIVE WISDOM (PERCEPTION)


Shortsword +11 1d6+5 Piercing Martial, Finesse, Light

Shortsword +11 1d6+5 Piercing Martial, Finesse, Light


26 PASSIVE WISDOM (INSIGHT)

Sun Blade +11 1d8+5 Radiant +1d8 Radiant, Martial, Versatile, Finesse
17 PASSIVE INTELLIGENCE (INVESTIGATION)
Sun Blade +11 1d8+5 Radiant +1d8 Radiant, Martial, Versatile, Finesse

Unarmed Strike +5 0 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 20 DnDBuildsRJ
CLASS & LEVEL PLAYER NAME
General Grievous
Warforged Wildspacer (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES ===


| Celestials • PHB | Monster Slayer
* Deft Explorer • TCoE 56 Celestials are creatures native to the Upper Planes.
You are an unsurpassed explorer and survivor, both in Many of them are the servants of deities, employed as * Monster Slayer Magic • XGtE 43
the wilderness and in dealing with others on your messengers or agents in the mortal realm and You learn additional spells based on your level that
travels. throughout the planes. count as ranger spells but don't count against the
number of spells you know.
| Canny (1st Level) • TCoE 56 | Fey • PHB
Choose one of your skill proficiencies. Your proficiency Fey are magical creatures closely tied to the forces of * Hunter’s Sense • XGtE 43
bonus is doubled for any ability check you make that nature. They dwell in twilight groves and misty forests. As an action, choose one creature you can see within
uses the chosen skill. 60 ft. You immediately learn whether the creature has
You can also speak, read, and write two additional | Humanoids • PHB any damage immunities, resistances, or vulnerabilities
languages of your choice. Humanoids are the main peoples of the world, both and what they are if the creature is not hidden from
civilized and savage, including humans and a divination magic. You can use this feature 4 times per
| Roving (6th Level) • TCoE 56 tremendous variety of other species. long rest.
Your walking speed increases by 5, and you gain a
climbing speed and a swimming speed equal to your * Additional Ranger Spells • TCoE 57 | 4 / Long Rest • 1 Action
walking speed.
* Fighting Style • PHB 91 * Slayer’s Prey • XGtE 43
| Tireless (10th Level) • TCoE 56 You adopt a particular style of fighting as your As a bonus action, you designate one creature you
As an action, you can give yourself specialty. can see within 60 ft. and the first time each turn that
<strong>1d8</strong>+4 temporary hit points you hit that target with a weapon attack, it takes an
(minimum of 1 temporary hit point). You regain all | Two-Weapon Fighting • PHB extra 1d6 damage. This benefit lasts until you finish a
expended uses when you finish a long rest. When you engage in two-weapon fighting, you can add short or long rest or if you designate a different
In addition, whenever you finish a short rest, your your ability modifier to the damage of the second creature.
exhaustion level, if any, is decreased by 1. attack.
| 1 Bonus Action
| Deft Explorer: Tireless: 6 / Long Rest • 1 Action * Spellcasting Focus • TCoE 57
You can use a druidic focus as a spellcasting focus for * Martial Versatility • TCoE 57
| Deft Explorer: Tireless (exhaustion): Special your ranger spells. Whenever you reach a level in this class that grants
the Ability Score Improvement feature, you can replace
* Hit Points • PHB 90 * Spellcasting • PHB 91 a fighting style you know with another fighting style
You can cast known ranger spells using WIS as your available to rangers. This replacement represents a
* Proficiencies • PHB 90 spellcasting modifier (Spell DC 18, Spell Attack +10). shift of focus in your martial practice.

* Favored Enemy • PHB 91 * Primal Awareness • TCoE 57 * Ability Score Improvement • PHB 92
You have advantage on Survival checks to track your You learn additional spells when you reach certain
favored enemies, as well as on INT checks to recall levels in this class if you don’t already know them, as * Extra Attack • PHB 92
information about them. You also learn one language shown in the Primal Awareness Spells table. You can attack twice whenever you take the Attack
of your choice that is spoken by your favored enemies, action on your turn.
if they speak one at all. * Ranger Archetype • PHB 92

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Sun Blade 1 3 lb.

Sun Blade 1 3 lb.

SP 0 Sun Blade 1 3 lb.

Sun Blade 1 3 lb.


EP 0 Half Plate 1 40 lb.

Shortsword 1 2 lb.
GP 0 Shortsword 1 2 lb.

Shortsword 1 2 lb.
PP 0 Shortsword 1 2 lb.

WEIGHT CARRIED

60 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb.
PUSH/DRAG/LIFT

240 lb.

EQUIPMENT

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Ranger 20 DnDBuildsRJ
CLASS & LEVEL PLAYER NAME
General Grievous
Warforged Wildspacer (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Supernatural Defense • XGtE 43


Whenever the target of your Slayer’s Prey forces you * Slayer’s Counter • XGtE 43 * Constructed Resilience • ERftLW 36
to make a saving throw and whenever you make an If the target of your Slayer’s Prey forces you to make a You have advantage on saving throws against being
ability check to escape that target’s grapple, add 1d6 saving throw, you can use your reaction to make one poisoned, and you have resistance to poison damage.
to your roll. weapon attack against the quarry immediately before You don’t need to eat, drink, or breathe. You are
making the saving throw. If your attack hits, your save immune to disease. You don’t need to sleep, and
| Special automatically succeeds, in addition to the attack’s magic can’t put you to sleep.
normal effects.
* Land’s Stride • PHB 92 * Sentry’s Rest • ERftLW 36
Moving through nonmagical difficult terrain costs you | 1 Reaction When you take a long rest, you must spend at least six
no extra movement and you can also pass through hours in an inactive, motionless state, rather than
nonmagical plants without being slowed by them and * Feral Senses • PHB 92 sleeping. In this state, you appear inert, but it doesn’t
without taking damage from them. You have When you attack a creature you can’t see, you don't render you unconscious, and you can see and hear as
advantage on saving throws against plants that are have disadvantage on your attack rolls against it. As normal.
magically created or manipulated to impede long as you are conscious and can hear, you are also
movement. aware of the location of any invisible creature within 30 * Integrated Protection • ERftLW 36
ft. that isn’t hidden. You gain a +1 bonus to Armor Class. To don or doff
* Nature’s Veil • TCoE 57 armor other than a shield takes 1 hour, and you must
You draw on the powers of nature to hide yourself from * Foe Slayer • PHB 92 be proficient with the armor.
view briefly. As a bonus action, you can magically Once on each of your turns, you can add +4 to the While you live, your incorporated armor can’t be
become invisible, along with any equipment you are attack roll or the damage roll of an attack you make removed from your body against your will.
wearing or carrying, until the start of your next turn. against one of your favored enemies. You can choose
You can use this feature 6 times, and you regain all to use this feature after the roll but before knowing its * Specialized Design • ERftLW 36
expended uses when you finish a long rest. effects. You gain one skill proficiency and one tool proficiency
of your choice.
| 6 / Long Rest • 1 Bonus Action | Special
* Languages • ERftLW 36
* Magic-User’s Nemesis • XGtE 43 You can speak, read, and write Common and one
When you see a creature casting a spell or teleporting === WARFORGED RACIAL TRAITS === other language of your choice.
within 60 ft. of you, you can use your reaction to force
a WIS saving throw (DC 18), or its spell or teleport fails * Ability Score Increase • ERftLW 36
and is wasted. Your Constitution score increases by 2, and one other === FEATS ===
ability score of your choice increases by 1.
| 1 / Short Rest • 1 Reaction * Mage Slayer • PHB 168
* Age • ERftLW 36 When a creature within 5 ft. of you casts a spell, you
* Vanish • PHB 92 can use your reaction to make a melee weapon attack
You can use the Hide action as a bonus action on your * Alignment • ERftLW 36 against that creature, and when you damage a
turn. Also, you can’t be tracked by nonmagical means, creature that is concentrating on a spell, that creature
unless you choose to leave a trail. * Size • ERftLW 36 has disadvantage on the saving throw it makes to
maintain its concentration. You also have advantage
| 1 Bonus Action * Speed • ERftLW 36 on saving throws against spells cast by creatures

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Ranger 20 DnDBuildsRJ
CLASS & LEVEL PLAYER NAME
General Grievous
Warforged Wildspacer (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

within 5 ft. of you.

| Mage Slayer Attack: 1 Reaction

* Tough • PHB 170


Your HP maximum increases by 40.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
General Grievous
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 18 +10
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 Detect Magic <C> Ranger -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

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 Jump Ranger -- 1A Touch V,S,M 1 minute PHB 254 D: 1m, V/S/M

O Longstrider Ranger -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

O Zephyr Strike <C> Ranger -- 1BA Self V Concentration, up to 1 minute XGtE 171 D: 1m, V

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Protection from Evil and Good <C> Monster Slayer Magic -- 1A Touch V,S,M Concentration, up to 10 minutes PHB 270 D: 10m, V/S/M

P Speak with Animals Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

=== 2nd LEVEL === 3 Slots OOO

O Magic Weapon <C> Ranger -- 1BA Touch V,S Concentration, up to 1 hour PHB 257 D: 1h, V/S

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 Zone of Truth Monster Slayer Magic CHA 18 1A 60 ft./15 ft. Sphere V,S 10 minutes PHB 289 D: 10m, 15 ft. Sphere, V/S

P Beast Sense <C> Primal Awareness (Always Prepared) -- 1A Touch S Concentration, up to 1 hour PHB 217 1/LR, D: 1h, S

=== 3rd LEVEL === 3 Slots OOO

O Protection from Energy <C> Ranger -- 1A Touch V,S Concentration, up to 1 hour PHB 270 D: 1h, V/S

O Magic Circle Monster Slayer Magic CHA 18 1m 10 ft./10 ft. Cylinder V,S,M 1 hour PHB 256 D: 1h, 10 ft. Cylinder, V/S/M

P Speak with Plants Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

=== 4th LEVEL === 3 Slots OOO

O Freedom of Movement Ranger -- 1A Touch V,S,M 1 hour PHB 244 D: 1h, V/S/M

O Banishment <C> Monster Slayer Magic CHA 18 1A 60 ft. V,S,M Concentration, up to 1 minute PHB 217 D: 1m, V/S/M

P Locate Creature <C> Primal Awareness (Always Prepared) -- 1A Self V,S,M Concentration, up to 1 hour PHB 256 1/LR, D: 1h, V/S/M

=== 5th LEVEL === 2 Slots OO

O Steel Wind Strike Ranger +10 1A 30 ft. S,M Instantaneous XGtE 166 S/M

O Hold Monster <C> Monster Slayer Magic WIS 18 1A 90 ft. V,S,M Concentration, up to 1 minute PHB 251 D: 1m, V/S/M

P Commune with Nature Primal Awareness (Always Prepared) -- 1m Self V,S Instantaneous PHB 224 1/LR, V/S

SPELLS

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