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Tiefling Ranger Character Sheet

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0% found this document useful (0 votes)
61 views4 pages

Tiefling Ranger Character Sheet

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

CLASS & LEVEL

BARACH
Ranger 5 (Hunter)
EXPERIENCE POINTS
6,890
PLAYER NAME
RACE/ANCESTRY/HERITAGE
Tiefling (Infernal)
BACKGROUND
Guide
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR

+1
12
DEX

+4
19
CON

+1
13
INT

+0
10
WIS

+2
15
CHA

-1
8
+3
PROFICIENCY
BONUS
+4 Strength Saves *
+7 Dexterity Saves *
+1 Constitution Saves
+0 Intelligence Saves
+2 Wisdom Saves
-1 Charisma Saves
* Prof. bonus added
+4 Acrobatics (Dex)
+2 Animal Handling (Wis)
+0 Arcana (Int)
+4 Athletics (Str) *
-1 Deception (Cha)
+0 History (Int)
+5 Insight (Wis) *
-1 Intimidation (Cha)
+3 Investigation (Int) *
+2 Medicine (Wis)
+0 Nature (Int)
+2 Perception (Wis)
-1 Performance (Cha)
-1 Persuasion (Cha)
+0 Religion (Int)
+4 Sleight of Hand (Dex)
+10 Stealth (Dex) **
+8 Survival (Wis) **
* Prof. bonus added
** Expertise

12
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: cartographer's tools
Saving Throws: Strength, Dexterity
Skills: Athletics, Insight, Investigation, Stealth, Survival
Languages: Common, Dwarvish, Halfling, Draconic
ARMOR
CLASS
(AC)

15
Armor Worn: leather armor
INITIATIVE

+4
SPEED

30 ft.
HIT POINTS

39
HIT DICE

5d10
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Extra Attack. When making an Attack action, you may make two attacks rather than one.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. + Vex: On hit, gain adv. on next attack on
target before end of next turn.

Longbow. Ranged Weapon Attack: +9 to hit. Hit: 1d8+4 piercing damage. (Normal range to 150 ft.; disadvantage long range 151 to
600 ft. Must be used two-handed.) + Slow: On damage, target's speed reduced by 10 ft.
FEATS & SPECIAL ABILITIES
Magic Initiate (Druid) [PHB 2024, p. 201]: Know the Produce Flame and Guidance cantrips, and can cast Cure Wounds once
betw. long rests (or with a spell slot). Your spell attack bonus is +3 and Spell Save is DC 11.

Fighting Style: Archery [PHB 2024, p. 209]: Add +2 to hit for any ranged weapon attack.

FEATURES, TRAITS & MORE


Alignment: Lawful Neutral. I obey laws, traditions or my own strict code to promote order and society above all else.

Guide Background [PHB 2024, p. 181]


• Traits: Lived in a city once, hated it. Conceited manner.
• Ideal: Never dishonor your people.
• Bond: Has friends among the fey.
• Flaw: Never trusts city folk.

Tiefling Traits [PHB 2024, p. 197]


• Creature Type: Humanoid
• Age: 16 years old
• Medium Size (5' 10", 211 lbs.)
• Darkvision (60 feet)
• Fiendish Lineage (Fire Bolt cantrip; Hellish Rebuke and Darkness each once betw. long rests or via spell slot)
• Damage Resistance (vs. fire damage)
• Otherworldly Presence (Thaumaturgy cantrip)

Ranger Class Features [PHB 2024, p. 119]


• Favored Enemy (Hunter's Mark 3 times betw. long rests)
• Weapon Mastery (2 weapons)
• Deft Explorer (expertise, bonus language)
• Hunter's Lore (know Hunter's Mark immunities, resistences, vulnerabilities)
• Hunter's Prey: Colossus Slayer (+1d8 damage to wounded) or Horde Breaker (extra attack on another target in 5 ft.)
• Extra Attack (2/attack)

Spellcasting [PHB 2024, p. 235]

Spell Attack Modifier +5

Spell Save DC 13

Cantrips Known: Guidance, Produce Flame

Prepared Spells
1st Level (4 slots): Cure Wounds, Detect Magic, Ensnaring Strike, Entangle, Goodberry, Hunter's Mark, Longstrider
2nd Level (2 slots): Aid

EQUIPMENT & TREASURE


Carried Gear [PHB 2024, p. 213]: leather armor (AC 11), studded leather (AC 12), scimitar, shortsword, two (2) shortswords,
longbow and 20 arrows, explorer's pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days' rations, waterskin, 50
feet of hempen rope on the side), ammunition: arrows (20), bedroll, belt pouch, set of traveler's clothes, druidic focus: sprig of
mistletoe, quiver, tent (two-person). (This load is about 136 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 612 gold pieces (g.p.); 23 silver pieces (s.p.); 32 copper pieces (c.p.); 3 gems (worth 50 g.p. each)
ENCUMBRANCE
Lifting & Carrying: 180 lbs. max. carrying capacity; 360 lbs. pushing or dragging (speed -5 ft.); 360 lbs. max. lift.
PLAYING THE GAME
• The Dungeon Master (DM) describes a scene and players take turns describing their characters' responses, often using one of six
abilities:
• Strength (STR) (physical prowess),
• Dexterity (DEX) (agility, reflexes),
• Constitution (CON) (health, fortitude),
• Intelligence (INT) (memory, reason),
• Wisdom (WIS) (awareness, willpower),
• Charisma (CHA) (appeal, leadership).
• For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + proficiency bonus (if proficient in task). Other
modifiers may come from class features or spells. The higher the total, the better the effort. The DM tracks minimum totals
needed for successful results.
• For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act before lower totals in the same 6-second round.
• During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
• Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
• On attack rolls only, a "natural 20" is always a critical hit, while a "natural 1" is always a miss.
• Saving throws do not count as actions and are rolled as needed at any time due to attacks, spells, or hazzards.
• A character may die if failing three death saves while at 0 hit points, gaining 6 levels of Exhaustion, or suffering certain deadly
spells and hazzards.
• Specific traits, features, spells, and magic items may create exceptions to any rules.
ACTIONS (1 per turn)
• Attack: Roll to hit, melee or ranged. Some classes and creatures make extra attacks at higher levels with this action. Mastery with
a weapon includes additional possible combat effects.
• Dash: Double Speed this turn.
• Disengage: Avoiding all opportunity attacks while moving; "defensive retreat."
• Dodge: Give attackers disadvantage and gain advantage on Dexterity saves for yourself.
• Escape: Try to break free from grapple via Strength (Athletics) or Dexterity (Acrobatics).
• Grapple: Special melee attack to give target the Grappled condition.
• Help (Stabilze): DC 10 Medicine check to aid 0 h.p. dying creature; automatic success if using healer's kit.
• Help: Give an ally advantage on one ability check or attack roll.
• Hide: Stealth allowed only if unobserved.
• Influence: Make a Charisma check to alter a creature's attitude.
• Magic: Cast a spell with a casting time 1 action, or use a magical item or feature.
• Ready: Plan to take action as a reaction when a trigger occurs.
• Search: Make a Wisdom (Insight, Medicine, Perception, or Survival) check.
• Shove: Special melee attack.
• Study: Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.
• Utilize: Use a nonmagical item (pick a lock, cover a hooded lantern, equip or drop a shield, etc.
BONUS ACTIONS (up to 1 per turn)
• Consume Potion: Drink for yourself or administer to another within 5 feet.
• Offhand Attack: If doing Attack as action, may make one attack this turn if light weapon in other hand.
• Magic (Cast Spell): If casting time 1 bonus action.
MOVEMENTS (limited by Speed)
• Move: Distance equal to Speed.
• Crawl, Climb, Swim, Squeeze, Move Across Difficult Terrain or Move While Grappling: "Half speed," uses up 10 ft. of Speed
per 5 ft. distance.
• Drop Prone: No cost to Speed.
• Stand Up: From Prone position/condition, costs half Speed that turn.
• Take Cover: At end of move, half cover gives +2 to Armor Class and Dexterity saving throws; three-quarter cover gives +5 AC and
DEX saves.
REACTIONS (1 between turns)
• Cast Spell: If casting time 1 reaction.
• Opportunity Attack: May make one attack if enemy moves out of reach.
• Readied Action: After trigger occurs, else action wasted.
FREE ACTIONS
• Concentration (Maintain A Spell): Ends if caster starts another concentration spell, or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes damage, a Constitution saving throw is needed to avoid immediately ending spell. DC
equals 10 or half damage, whichever greater. Each hit needs a separate saving throw check.

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