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Lizardfolk Ranger

Lizardfolk Ranger

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

Lizardfolk Ranger

Lizardfolk Ranger

Uploaded by

Dan
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

Show extra features

Name: Player:
1 Class: Gloom Stalker Ranger
Experience: Add: Next level: 300
Background: Gate Urchin
LEVEL Race: Lizardfolk Size: Medium Height: 6'2" Weight: 260 lbs
Gender: Female Hair: Blue/Pink Eyes: Yellow Skin: Purple
Age: 19 Alignment: Chaotic Good Faith:

Skills
Abilities ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC
+2 Acrobatics (DEX)
ABILITY MODIFIER SAVING THROW PROF.
BONUS Ability Save DC +3 Animal Handling (WIS)
+2
13
STR +1 +3
PROFICIENCY +1 Arcana (INT)

Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
BONUS +
STRENGTH
8+
Wis 11 +1 Athletics (STR)

15
DEX +2 +4 Senses +1 Deception (CHA)
DEXTERITY
Proficiency +1 History (INT)
13 Passive Perception
CON +2 +2
Bonus +3 Insight (WIS)
15
CONSTITUTION -1 Intimidation (CHA)
INSPIRATION
+1 Investigation (INT)
12 INT +1 +1
INTELLIGENCE Limited Features SR LR Dawn +1 Medicine (WIS)
+1 Nature (INT)
13
WIS +1 +1
FEATURE MAX. USAGES RECOVERY USED

WISDOM Cunning Artisan 1 SR +3 Perception (WIS)


Hungry Jaws 1 SR -1 Performance (CHA)
8 CHA -1 -1 -1 Persuasion (CHA)
CHARISMA
+1 Religion (INT)
+4 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +4 Stealth (DEX)

+3 Survival (WIS)
+4 Thieves' tools (DEX)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat ■
+2 Initiative 2 +
30 ft, 20 ft,
swim 30 ft swim 20 ft

Defense Health

AC DURING REST Set Max HP WOUNDS


14 ARMOR
BONUS Scale Mail
+

16
SHIELD TEMPORARY HP
BONUS
CURRENT
+ RESISTANCE
AC 2
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 12 Heal
DIE LIVE
1 × d10 + 2
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
1
LEVEL DIE CON USED DEATH SAVING THROWS
Attacks PER
ATTACKS
ACTION Actions
WEAPON / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE MAXIMUM OF 1 ACTION, 1 BONUS ACTION, AND 1 REACTION PER TURN.
Bite ✔ Str Melee +3 1d6+1 Piercing Attack / Cast a Spell
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

Dash / Disengage / Dodge

Shortsword ✔ Dex Melee +4 1d6+2 Piercing Escape Grapple / Help / Hide


Finesse, light Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Shortsword ✔ Dex Melee +4 1d6 Piercing
As 1 attack: Disarm / Grapple / Shove
Finesse, light, off hand

Longbow ✔ Dex 150/600 ft +4 1d8+2 Piercing


BONUS ACTIONS REACTIONS USED THIS ROUND
Ammunition, heavy, two-handed
Hungry Jaws Opportunity Attack
Off-hand Attack

TYPE TOTAL TYPE TOTAL


Arrows 20
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I think money is the true measure of appreciation and affection. Everything else is talk or

Lizardfolk (+2 Constitution, +1 Wisdom) Bite: I can use my fanged maw to make unarmed an act. My problems are always caused by others. I'm never to blame.

strikes dealing 1d6 piercing damage. Cunning Artisan: As part of a short rest I can harvest
parts of a slain creature to make a shield, club, javelin, or 1d4 darts/blowgun needles. This IDEAL
requires a suitable corpse and appropriate tools. Hold Breath: I can hold my breath for up Adventurous: I don't like doing the same thing every day. I crave variety. (Chaotic)
to 15 minutes at a time. Natural Armor: I have an AC of 13 + Dexterity modifier + shield.
Hungry Jaws: As a bonus action, once per short rest, I can make a special bite attack and if
BOND
it hits I gain temporary HP equal to my Con modifier (min 1).
I know how hard life on the streets is. I do everything I can for those who have less than

Class Features
Choose Feature me.

FLAW
Gloom Stalker, level 1: Years of thieving have become habit. I sometimes steal from strangers without thinking
◆ Favored Enemy (Ranger 1, UA:RR 2) about it.
Use the "Choose Feature" button above to select a favored enemy
Choose from beasts, fey, humanoids, monstrosities, or undead
I get a bonus to damage rolls with weapon attacks against the chosen favored enemy
Feats
I have adv. on Wis (Survival) to track and Int checks to recall info about them
I also learn one language of my choice, typically one associated with the favored enemy
◆ Natural Explorer (Ranger 1, UA:RR 3) FEAT:
On my first turn in combat, I have adv. on attacks against those that did not yet act
I ignore difficult terrain; I have adv. on Initiative; I have benefits in travel, see page 3

FEAT:

FEAT:

FEAT:

Add Equipment

Equipment
A G LBS A G LBS
Backpack, with: 5 Common clothes 3

- Crowbar 5 Cast-off military jacket, cap, or scarf

- Hammer 3 Belt pouch (with coins) 1

- Pitons 10 0.25 Musical instrument of my choice


- Torches 10 1 Scale Mail 45

- Tinderbox 1 Shortsword 2 2

- Rations, days of 10 2 Longbow 1 2

- Waterskin 5 Arrows 20 0.05

- Hempen rope, feet of 50 0.2

- Battered alms box 1


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

Background Feature
Red Plume and Mage Guild Contacts
I made friends among the Red Plumes and Mage's Guild when I lived at the Hillsfar Gate.
They remember me fondly and help me in little ways when they can. I can invoke their
ATTUNED MAGICAL ITEMS (MAX 3)
assistance in and around Hillsfar to obtain food, simple equipment for temporary use, and
to gain access to the low-security areas of their garrisons, halls, and encampments.

Proficiencies E CARRYING CAPACITY


62.5 56
TOTAL WEIGHT
E E HEA IL E E E H AGLI T
66 - STR × 5 STR × 15STR × 10 196 - STR × 15 - 30
130 lb 195 lb
-10 FT SPEED -20 FT SPEED
390 lb
SPEED = 5 FT 119 lb
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: DISADV. STR, DEX, CON
GEAR & COINS
WEAPONS: SIMPLE MARTIAL OTHER: PLATINUM GOLD ELECTRUM SILVER COPPER LIFESTYLE:
Poor
= 10 GP =10 SP = 5 SP = 10 CP

Languages Tools & Others 10 DAILY PRICE: 2 sp


Common Thieves' tools GEMS AND OTHER VALUABLES:
Draconic Lute

Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER:

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED
SOME FOOD AND DRINK.
PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES

1 Disadvantage on Ability Checks


2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws

Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
4 Hit Point maximum halved MAGIC ITEM: ATTUNED
5 Speed reduced to 0
6 Death

Conditions MAGIC ITEM: ATTUNED

Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage.
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially. MAGIC ITEM: ATTUNED
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing.
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.
MAGIC ITEM: ATTUNED
Grappled Restrained
Speed drops to 0, regardless of any bonus. Speed 0, regardless of bonus. Disadvantage on
Dex saving throws. Attacks have disadvantage.
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage. MAGIC ITEM: ATTUNED
Unconscious
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Extra Equipment


GEAR # LBS GEAR # LBS
◆ Travel Benefits (Natural Explorer, UA:RR 3)
After one hour of traveling in the wilderness I gain the following benefits:
• My allies and I are not slowed by difficult terrain and can't get lost except by magic
• I am alert to danger even when doing something else; I forage twice as much food
• If alone (or alone with animal companion), I can move stealthily at my normal pace
• When tracking others, I also learn their exact number, size, and time since passing
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter)

TOTAL WEIGHT TOTAL WEIGHT

Other Holdings
Background

Character History

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Character Portrait

Appearance

Enemies

Allies & Organizations

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Organization Symbol
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Companion Options Name: Gender: Age:
Companion Race: Size: Type:
Height: Weight: Alignment:

ABILITY MODIFIER SAVING THROW PROF.


BONUS
Skills Attacks PER
ATTACKS
ACTION

STR Acrobatics Medicine ATTACK / DESCRIPTION PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

Animal Nature
STRENGTH Handling
Arcana Perception
DEX
Athletics Performance
DEXTERITY
Deception Persuasion
CON History Religion
CONSTITUTION Sleight of
Insight
Hand
INT Intimidation Stealth
INTELLIGENCE Investigation Survival Initiative +
DEX MISC. SPEED
WIS Defense Health
WISDOM
Set Max HP WOUNDS DIE LIVE
CHA Heal
I DC10 I

CHARISMA TEMPORARY HP II II
CURRENT
AC III III

HP DEATH SAVING THROWS


Senses PASSIVE
PERCEPTION
MAX HIT POINTS HIT DICE × +
LEVEL DIE CON USED

Features Traits

Proficiency
Bonus

Notes Visibility Options

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this Icon

Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS

TOTAL WEIGHT TOTAL WEIGHT


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
Notes Page Options

Notes

MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.1.0 (Colorful - Letter) Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast

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