Ranger 3 WW_fc218c954c
CLASS & LEVEL PLAYER NAME
Fariy Ranger
Fairy Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
• +4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +4 Dexterity
+1 Constitution +2 16 25 --
+2 +3 Intelligence
CLASS
-1 Wisdom INITIATIVE HIT POINTS
14
+0 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+2 DEFENSES HIT DICE DEATH SAVES
15 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+1 -1
+3
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
=== TOOLS ===
12 +2 Athletics STR Disguise Kit, Thieves' Tools
ABILITY SAVE DC
P +2 Deception CHA
=== LANGUAGES ===
+3 History INT Celestial, Common, Dwarvish
INTELLIGENCE
P +1 Insight WIS
30 ft. (Walking), 30 ft. (Flying)
+3 +0 Intimidation CHA
P +5 Investigation INT
16 -1 Medicine WIS SPEED
+3 Nature INT PROFICIENCIES & LANGUAGES
WISDOM -1 Perception WIS
+0 Performance CHA === ACTIONS ===
-1 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+3 Religion INT
8 Opportunity Attack, Grapple, Shove, Improvise,
P +4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
P +4 Stealth DEX === SPECIAL ===
CHARISMA Dreadful Strikes
-1 Survival WIS
When you hit a creature with a weapon, you can
+0 deal an extra 1d4 psychic damage to the target, which
can take this extra damage only once per turn.
10
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
9 PASSIVE WISDOM (PERCEPTION)
Dagger +4 1d4+2 Piercing Simple, Finesse, Light, Thrown, Range (20/60)
Longbow +4 1d8+2 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
11 PASSIVE WISDOM (INSIGHT)
Yklwa +4 1d8+2 Piercing Simple, Thrown, Range (10/30)
15 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +4 3 Bludgeoning
Blindsight 10 ft.
SENSES WEAPON ATTACKS & CANTRIPS
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Ranger 3 WW_fc218c954c
CLASS & LEVEL PLAYER NAME
Fariy Ranger
Fairy Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== RANGER FEATURES === Whenever you make a CHA check, you gain a +1
| Blind Fighting • TCoE 57 bonus to the check..
* Hit Points • PHB 90 You have blindsight with a range of 10 ft. Within that
range, you can effectively see anything that isn’t
* Proficiencies • PHB 90 behind total cover, even if you’re blinded or in === FAIRY RACIAL TRAITS ===
darkness. Moreover, you can see an invisible creature
* Favored Enemy • PHB 91 within that range, unless the creature successfully * Ability Score Increases • MotM 12
You have advantage on Survival checks to track your hides from you. When determining your character’s ability scores,
favored enemies, as well as on INT checks to recall increase one score by 2 and increase a different score
information about them. You also learn one language * Spellcasting • PHB 91 by 1, or increase three different scores by 1.
of your choice that is spoken by your favored enemies, You can cast known ranger spells using WIS as your
if they speak one at all. spellcasting modifier (Spell DC 9, Spell Attack +1). | Increase three scores (+1 / +1 / +1) •
Increase three different scores by 1.
| Beasts • PHB * Ranger Archetype • PHB 92
Beasts are nonhumanoid creatures that are a natural * Languages • MotM 12
part of the fantasy ecology. Some of them have | Fey Wanderer Your character can speak, read, and write Common
magical powers, but most are unintelligent and lack and one other language that you and your DM agree is
any society or language. * Primeval Awareness • PHB 92 appropriate for the character.
As an action, you can expend one ranger spell slot (1
* Natural Explorer • PHB 91 minute per level of spell slot) to sense whether any * Creature Type • MotM 13
You have a favored terrain type. Your proficiency aberrations, celestials, dragons, elementals, fey, You are a Fey.
bonus is doubled for proficient skills when you make fiends, or undead are present within 1 mile of you (or
an INT or WIS check related to it. While traveling for within up to 6 miles if you are in your favored terrain). * Size • MotM 13
an hour or more in your chosen terrain, difficult terrain This feature doesn’t reveal the creatures’ location or You are Small.
doesn’t slow your group’s travel, your group can’t number.
become lost except by magical means, you remain * Speed • MotM 13
alert to danger even when you are engaged in another | 1 Action Your walking speed is 30 ft.
activity, you can move stealthily at a normal pace
(while alone), you find twice as much food while * Dreadful Strikes • TCoE 58 * Fairy Magic • MotM 13
foraging, and while tracking creatures, you learn the When you hit a creature with a weapon, you can deal You know the <em>druidcraft</em> spell.
exact number, sizes, and how long ago they passed an extra 1d4 psychic damage to the target, which can
through the area. take this extra damage only once per turn. At third level you can cast <em>faerie fire</em>, and
at fifth level you can cast <em>enlarge/reduce</em>.
| Forest • PHB | Special Once you cast either of these spells with this trait, you
You are particularly familiar with one type of natural cannot cast that spell with it again until you finish a
environment and are adept at traveling and surviving in * Fey Wanderer Magic • TCoE 58 long rest. You can cast either of these spells using any
such regions. You learn an additional spell when you reach certain spell slots you have of the appropriate level. Your
levels in this class, as shown in the Fey Wanderer spellcasting modifier is either Intelligence, Wisdom, or
* Fighting Style • PHB 91 Spells table. Charisma (choose when you select this race).
You adopt a particular style of fighting as your
specialty. * Otherworldly Glamour • TCoE 59 | Intelligence •
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Scale Mail 1 45 lb. Torch 10 10 lb.
Dagger 1 1 lb. Waterskin 1 5 lb.
SP 0 Longbow 1 2 lb.
Yklwa 1 2 lb.
EP 0 Arrows 20 1 lb.
Backpack 1 5 lb.
GP 10 Case, Map or Scroll 1 1 lb.
Clothes, Common 1 3 lb.
PP 0 Small Knife 1 --
Crowbar 1 5 lb.
WEIGHT CARRIED
116.5 lb. Hammer 1 3 lb.
ENCUMBERED Piton 10 2.5 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 3 WW_fc218c954c
CLASS & LEVEL PLAYER NAME
Fariy Ranger
Fairy Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
Intelligence is your spellcasting ability for these spells
when you cast them with this trait.
* Flight • MotM 13
Because of your wings, you have a flying speed equal
to your walking speed. You can’t use this flying speed
if you’re wearing medium or heavy armor.
ADDITIONAL FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
ADDITIONAL EQUIPMENT
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Small
GENDER AGE SIZE HEIGHT WEIGHT
Fariy Ranger
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 9 +1
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 Druidcraft Fairy Magic -- 1A 30 ft. V,S Instantaneous PHB 236 V/S
=== 1st LEVEL === 3 Slots OOO
O Faerie Fire <C> Fairy Magic DEX 13 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 1/LR, D: 1m, 20 ft. Cube, V
P Faerie Fire <C> Fairy Magic (Always Prepared) DEX 13 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 D: 1m, 20 ft. Cube, V
P Charm Person Fey Wanderer Magic (Always Prepared) WIS 9 1A 30 ft. V,S 1 hour PHB 221 D: 1h, V/S
SPELLS
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