Wood Elf, Outlander, Ranger [Beast Master- 5] [Rogue- 2]

Strength Dexterity Constitution Intelligence Wisdom Charisma
4 [-4] 19 [+4] 14 [+2] 9 [-] 17 [+3] 13 [+1]

Experience: 24295
Wounds: 60
Saving Throws: Dexterity, Strength.
AC: 16 (Studded Leather [12] + Dex [4]
Passive Perception: 19

Proficiencies: [+3]
Weapons: Simple and Martial Weapons
Armour: Light and medium Armour , shields
Tools: Herb kit , thieves tools
Skills: Arcana, Insight, Perception x2, Stealth x2, Survival, Sleight of hand.
Languages: Common, Elven.

Feats and Abilities:

  • Wanderer: You can find food and fresh water for you and up to 5 people in forests
  • Ranger:
    • Favoured enemy:Advantage to track undead
    • Natural Explorer:While traveling for an hour or m ore in your favoured terrain, you gain the following benefits:
      • Difficult terrain doesn’t slow your group’s travel.
      • Your group can’t become lost except by magical means.
      • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace.
      • When you forage, you find twice as much food as you normally would.
      • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    • Fighting style:You gain a +2 bonus to attack rolls you make with ranged weapons.
    • Primeval Awareness:Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
  • Beast Master:
    • Ranger companion:At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating o f 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.
      • If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
  • Rogue:
  • Sneak attack:Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
  • The amount o f the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  • Cunning action:Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Equipment: 50/60 carrying capacity

  • Longbow (D8; Piercing; range: 150,600)
    • 32x Arrows
  • Studded leather (12+Dex)
  • 2x daggers (D4; Piercing; Thrown, Finesse, Light)
  • Backpack [Bedroll, Mess Kit, Tinderbox, 10x Torches, 10x Rations, Waterskin, 50ft of Hempen Rope]
  • V necklace
  • 30 darts (D4; Piercing; Thrown, Finesse, Light)
  • Eagle goggles

Platinum 0
Gold 253
Silver 0
Copper 0

Riding Horse: Looka, a fine grey riding horse purchased in Vallaki by Lelouche. Upon his death it was claimed by Therin.

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 10 [+0] 12 [+1] 2 [-4] 11 [+0] 7 [-2]

Speed: 60ft
HP: 20
Passive Perception: 10
__AC: 13

Attacks: Hooves (+5; 2D4+6; Bludgeoning)

Saddlebags: Bedroll
Saddle of the Cavalier: Can't be forcefully dismounted while conscious.

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