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Adran

Adran Oakenheel is a Level 4 High Elf Ranger with an Outlander background, possessing various skills and abilities including proficiency in ranged weapons and spellcasting. He has a companion owl and notable traits such as Darkvision and Fey Ancestry. His character emphasizes survival, glory in battle, and a proactive approach to preventing disasters.

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0% found this document useful (0 votes)
3 views

Adran

Adran Oakenheel is a Level 4 High Elf Ranger with an Outlander background, possessing various skills and abilities including proficiency in ranged weapons and spellcasting. He has a companion owl and notable traits such as Darkvision and Fey Ancestry. His character emphasizes survival, glory in battle, and a proactive approach to preventing disasters.

Uploaded by

Shadowphage
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Ranger 4 754bs5q76g

CLASS & LEVEL PLAYER NAME


Adran Oakenheel
High Elf Outlander 3,060
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+1 Constitution +4 15 34 --
+2 +1 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
14
+0 Charisma
Total 4d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+4 DEFENSES HIT DICE DEATH SAVES

19 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 P +5

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


12 P +4 Athletics STR Flute
ABILITY SAVE DC
+0 Deception CHA
=== LANGUAGES ===
+1 History INT Common, Elvish, Goblin, Orc, Undercommon
INTELLIGENCE
P +5 Insight WIS
30 ft. (Walking)
+1 +0 Intimidation CHA
+1 Investigation INT
13 +3 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM P +5 Perception WIS


+0 Performance CHA === ACTIONS ===
+3 +0 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+1 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise,
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

+4 Stealth DEX
CHARISMA P +5 Survival WIS

+0
11

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Longbow +8 1d8+4 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

Quarterstaff +4 1d6+2 Bludgeoning Simple, Versatile


15 PASSIVE WISDOM (INSIGHT)

Shortsword +6 1d6+4 Piercing Martial, Finesse, Light


11 PASSIVE INTELLIGENCE (INVESTIGATION)
Shortsword +6 1d6+4 Piercing Martial, Finesse, Light

Darkvision 60 ft. Unarmed Strike +4 3 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 4 754bs5q76g
CLASS & LEVEL PLAYER NAME
Adran Oakenheel
High Elf Outlander 3,060
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === | Archery • PHB * Keen Senses • BR 23


You gain a +2 bonus to attack rolls you make with You have proficiency in the Perception skill.
* Hit Points • PHB 90 ranged weapons.
* Fey Ancestry • BR 23
* Proficiencies • PHB 90 * Spellcasting • PHB 91 You have advantage on saves against being charmed,
You can cast known ranger spells using WIS as your and magic can’t put you to sleep.
* Favored Enemy • PHB 91 spellcasting modifier (Spell DC 13, Spell Attack +5).
You have advantage on Survival checks to track your * Trance • BR 23
favored enemies, as well as on INT checks to recall * Ranger Archetype • PHB 92 You don't need to sleep, but meditate semiconsciously
information about them. You also learn one language for 4 hours a day. While meditating, you can dream
of your choice that is spoken by your favored enemies, | Beast Master after a fashion; such dreams are actually mental
if they speak one at all. exercises that have become reflexive through years of
* Primeval Awareness • PHB 92 practice. After resting in this way, you gain the same
| Humanoids • PHB As an action, you can expend one ranger spell slot (1 benefit that a human does from 8 hours of sleep.
Humanoids are the main peoples of the world, both minute per level of spell slot) to sense whether any
civilized and savage, including humans and a aberrations, celestials, dragons, elementals, fey, * Ability Score Increase • BR 23
tremendous variety of other species. fiends, or undead are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain). * Elf Weapon Training • BR 23
* Natural Explorer • PHB 91 This feature doesn’t reveal the creatures’ location or You have proficiency with the longsword, shortsword,
You have a favored terrain type. Your proficiency number. shortbow, and longbow.
bonus is doubled for proficient skills when you make
an INT or WIS check related to it. While traveling for | 1 Action * Cantrip • BR 24
an hour or more in your chosen terrain, difficult terrain You know one cantrip of your choice from the wizard
doesn’t slow your group’s travel, your group can’t * Ranger’s Companion • PHB 93 spell list. INT is your spellcasting ability for it.
become lost except by magical means, you remain You gain a beast companion that accompanies you on
alert to danger even when you are engaged in another your adventures and is trained to fight alongside you. * Extra Language • BR 24
activity, you can move stealthily at a normal pace The beast obeys your commands and takes its turn on You can speak, read, and write one extra language of
(while alone), you find twice as much food while your initiative. On your turn, you can command the your choice.
foraging, and while tracking creatures, you learn the beast where to move (no action required by you) or
exact number, sizes, and how long ago they passed take the Attack, Dash, Disengage, or Help action. If
through the area. you don't issue a command, the beast takes the === FEATS ===
Dodge action.
| Forest • PHB * Sharpshooter • PHB 170
You are particularly familiar with one type of natural * Ability Score Improvement • PHB 92 Attacking at long range doesn't impose disadvantage
environment and are adept at traveling and surviving in on your ranged weapon attack rolls and your ranged
such regions. weapon attacks ignore half cover and three-quarters
=== HIGH ELF RACIAL TRAITS === cover. Before you make an attack with a ranged
* Fighting Style • PHB 91 weapon that you are proficient with, you can choose to
You adopt a particular style of fighting as your * Darkvision • BR 23 take a -5 penalty to the attack roll to add +10 to the
specialty. You can see in darkness (shades of gray) up to 60 ft. attack's damage.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Torch 10 10 lb.

Quarterstaff 1 4 lb. Waterskin 3 15 lb.

SP 0 Shortsword 1 2 lb. Trophy: Orc Tusk 1 --

Shortsword 1 2 lb. Trophy: Goblin Scepter 1 --


EP 0 Longbow 1 2 lb. Map Rm: 2 1 --

Animal Companion: Owl 1 -- Potion 1 Rm: 3 (Bless) 1 --


GP 81 Arrows 54 2.7 lb. Potion Rm: 9 1 --

Backpack 1 5 lb.
PP 0 Bedroll 1 7 lb.

Clothes, Traveler's 1 4 lb.


WEIGHT CARRIED

120.7 lb. Hunting Trap 1 25 lb.

ENCUMBERED Mess Kit 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

210 lb. Rations (1 day) 10 20 lb.

PUSH/DRAG/LIFT Rope, Hempen (50 feet) 1 10 lb.

420 lb. Tinderbox 1 1 lb.

EQUIPMENT

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Ranger 4 754bs5q76g
CLASS & LEVEL PLAYER NAME
Adran Oakenheel
High Elf Outlander 3,060
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male Medium 5' 7"
GENDER AGE SIZE HEIGHT WEIGHT
Adran Oakenheel Neutral Good Tanned Blue Blonde
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Allies === I place no stock in wealthy or well-mannered folk.


Money and manners won’t save you from a hungry
Owl owlbear.
Tiny beast , unaligned
Armor Class: 11 + Ranger Proficiency
Hit Points: Ranger Lv. x4
Speed: 5 ft., fly 60 ft. PERSONALITY TRAITS
STR 3 (-4) DEX 13 (+1) CON 8 (-1)
INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Glory. I must earn glory in battle, for myself
Skills: Perception +3, Stealth +3 and my clan. (Any)
Senses: Darkvision 120 ft., Passive Perception 13
Languages --
Proficiency Bonus: Your Proficiency Bonus. IDEALS

Flyby: The owl doesn't provoke opportunity attacks


when it flies out of an enemy's reach. I suffer awful visions of a coming
disaster and will do anything to
Keen Hearing and Sight: The owl has advantage
on Wisdom (Perception) checks that rely on prevent it.
hearing or sight. BONDS
Actions:

Talons. Melee Weapon Attack: +3 to hit, reach 5 There’s no room for caution in a life lived
ft., one target. Hit: 1 slashing damage. to the fullest.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O True Strike <C> Cantrip -- 1A 30 ft. S Concentration, up to 1 round PHB 284 D: 1Rnd, S

=== 1st LEVEL === 3 Slots OOO

O Speak with Animals Ranger -- 1A Self V,S 10 minutes PHB 277 D: 10m, V/S

O Hail of Thorns <C> Ranger DEX 13 1BA Self V Concentration, up to 1 minute PHB 249 D: 1m, V

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

SPELLS

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