Lizardfolk Ranger
Lizardfolk Ranger
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
+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
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)
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
- Tinderbox 1 Shortsword 2 2
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.
Made by Joost Wijnen ([email protected]); Graphics by Javier Aumente ([email protected]); D&D logos, Dragon Heads ©Wizards of the Coast
CHARACTER:
Status Possessions
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
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.
Other Holdings
Background
Character History
Click Here
to change
this Icon
Character Portrait
Appearance
Enemies
Click Here
to change
this Icon
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:
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
Features Traits
Proficiency
Bonus
Click Here
to change
this Icon
Companion's Appearance
Equipment
EQUIPMENT # LBS EQUIPMENT # LBS
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