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Dax CS

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0% found this document useful (0 votes)
28 views5 pages

Dax CS

Uploaded by

wylderssc
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ranger 5 dyrulvson

CLASS & LEVEL PLAYER NAME


Dax
Thri-kreen Mage of High Sorcery (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +5 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +8 Dexterity
+3 Constitution +9 18 55 --
+2 +1 Intelligence
CLASS
+4 Wisdom INITIATIVE HIT POINTS
14
+2 Charisma
Total 5d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+3 P
+4

+4
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== LANGUAGES ===


16 +2 Athletics STR Common, Draconic, Elvish, Infernal, Orc,
ABILITY SAVE DC Telepathy, Undercommon
+2 Deception CHA
P +4 History INT
INTELLIGENCE
P +7 Insight WIS
30 ft. (Walking)
+1 +2 Intimidation CHA
+1 Investigation INT
12 +4 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +10 Perception WIS


+2 Performance CHA === ACTIONS ===
+4 +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Favored Foe • 3 / Long Rest
When you hit a creature with an attack roll, you can
Help, Hide, Ready, Search, Use an Object, mark the target as your favored enemy for 1 minute or
+1 Religion INT
18 Opportunity Attack, Grapple, Shove, Improvise, until you lose your concentration (as if you were
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object concentrating on a spell).
The first time on each of your turns that you hit the
P +8 Stealth DEX === SPECIAL === favored enemy and deal damage to it, including when
CHARISMA Dread Ambusher you mark it, you can increase that damage by 1d4.
+4 Survival WIS
You add your WIS modifier (+4) to initiative rolls. At

+2 the start of your first turn of each combat, your walking


speed increases by 10 ft., which lasts until the end of
that turn. If you take the Attack action on that turn, you
can make one additional weapon attack as part of that
14 action, dealing an extra 1d8 damage of the weapon’s
damage type on a hit.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

20 PASSIVE WISDOM (PERCEPTION)


Dagger +8 1d4+5 Piercing Simple, Adamantine, Finesse, Light, Thrown, Range (20/60)

Dagger +8 1d4 Piercing Simple, Dual Wield, Silvered, Finesse, Light, Thrown, Range (20/60)

17 PASSIVE WISDOM (INSIGHT)

Whip +8 1d4+5 Slashing Martial, Silvered, Finesse, Reach


11 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +5 3 Bludgeoning

Blindsight 10 ft., Darkvision 90 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 5 dyrulvson
CLASS & LEVEL PLAYER NAME
Dax
Thri-kreen Mage of High Sorcery (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === range, you can effectively see anything that isn’t * Ability Score Improvement • PHB 92
behind total cover, even if you’re blinded or in
* Deft Explorer • TCoE 56 darkness. Moreover, you can see an invisible creature * Extra Attack • PHB 92
You are an unsurpassed explorer and survivor, both in within that range, unless the creature successfully You can attack twice whenever you take the Attack
the wilderness and in dealing with others on your hides from you. action on your turn.
travels.
* Spellcasting • PHB 91
| Canny (1st Level) • TCoE 56 You can cast known ranger spells using WIS as your === THRI-KREEN RACIAL TRAITS ===
Choose one of your skill proficiencies. Your proficiency spellcasting modifier (Spell DC 15, Spell Attack +7).
bonus is doubled for any ability check you make that * Ability Score Increases • SAiS 9
uses the chosen skill. * Primal Awareness • TCoE 57 When determining your character’s ability scores,
You can also speak, read, and write two additional You learn additional spells when you reach certain increase one score by 2 and increase a different score
languages of your choice. levels in this class if you don’t already know them, as by 1, or increase three different scores by 1.
shown in the Primal Awareness Spells table.
* Hit Points • PHB 90 | Increase two scores (+2 / +1) •
* Ranger Archetype • PHB 92 Increase one of these scores by 2 and a different
* Favored Foe • TCoE 56 score by 1.
When you hit a creature with an attack roll, you can | Gloom Stalker
mark the target as your favored enemy for 1 minute or * Languages • SAiS 9
until you lose your concentration (as if you were * Gloom Stalker Magic • XGtE 42 Your character can speak, read, and write Common
concentrating on a spell). You learn additional spells based on your level that and one other language that you and your DM agree is
The first time on each of your turns that you hit the count as ranger spells but don't count against the appropriate for the character.
favored enemy and deal damage to it, including when number of spells you know.
you mark it, you can increase that damage by 1d4. * Creature Type • SAiS 15
* Dread Ambusher • XGtE 42 You are a Monstrosity.
| 3 / Long Rest • Special You add your WIS modifier (+4) to initiative rolls. At the
start of your first turn of each combat, your walking * Size • SAiS 15
* Proficiencies • PHB 90 speed increases by 10 ft., which lasts until the end of You are Medium or Small. You choose the size when
that turn. If you take the Attack action on that turn, you you select this race.
* Additional Ranger Spells • TCoE 57 can make one additional weapon attack as part of that
action, dealing an extra 1d8 damage of the weapon’s * Speed • SAiS 15
* Spellcasting Focus • TCoE 57 damage type on a hit. Your walking speed is 30 ft.
You can use a druidic focus as a spellcasting focus for
your ranger spells. | Special * Chameleon Carapace • SAiS 15
While you're not wearing armor, your base AC is +18.
* Fighting Style • PHB 91 * Umbral Sight • XGtE 42
You adopt a particular style of fighting as your You gain darkvision out to a range of 60 ft. (+30 ft. if As an action, you can change the color of your
specialty. you already have it). While in darkness, you are carapace to match the surroundings, giving you
invisible to any creature that relies on darkvision to see advantage on Dexterity (Stealth) checks made to hide.
| Blind Fighting • TCoE 57 you in that darkness.
You have blindsight with a range of 10 ft. Within that | Chameleon Carapace (Change Color): 1 Action

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Tan Bag of Tricks 1 0.5 lb. Clothes, Common 1 3 lb.

Dagger 1 1 lb. Pouch 1 1 lb.

SP 0 Dagger 1 1 lb. Crowbar 1 5 lb.

Dagger 1 1 lb. Hammer 1 3 lb.


EP 0 Dagger 1 1 lb. Piton 10 2.5 lb.

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


GP 10 Dagger 1 1 lb. Rope, Hempen (50 feet) 1 10 lb.

Dagger 1 1 lb. Tinderbox 1 1 lb.


PP 0 Dagger 1 1 lb. Torch 10 10 lb.

Dagger 1 1 lb. Waterskin 1 5 lb.


WEIGHT CARRIED

79 lb. Dagger 1 1 lb.

ENCUMBERED Whip 1 3 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

0 lb. Ink (1 ounce bottle) 1 --

PUSH/DRAG/LIFT Ink Pen 1 --

0 lb. Backpack 1 5 lb.

EQUIPMENT

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Ranger 5 dyrulvson
CLASS & LEVEL PLAYER NAME
Dax
Thri-kreen Mage of High Sorcery (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Darkvision • SAiS 15 Your spellcasting ability for this feat’s spells is


You can see in dim light within 60 ft. of you as if it were Intelligence, Wisdom, or Charisma (choose when you
bright light, and in darkness as if it were dim light, only select this feat).
discerning colors in that darkness as shades of gray.
| Wisdom •
* Secondary Arms • SAiS 15 Your spellcasting ability for this feat’s spells is
You have two slightly smaller arms below your primary Wisdom.
pair of arms that can manipulate an object, open/close
a door or container, pick up or set down a Tiny object, * Initiate of High Sorcery (Nuitari) • SotDQ 32
or wield a weapon with the light property. You learn one cantrip of your choice from the wizard
spell list and two 1st-level spells based on the black
* Sleepless • SAiS 15 moon, Nuitari. You can cast each of the chosen
You do not require sleep and can remain conscious 1st-level spells without a spell slot, and you must finish
during a long rest, though you must still refrain from a long rest before you can cast them in this way again.
strenuous activity to gain the benefit of the rest. You can also cast the spells using any spell slots you
have.
* Thri-kreen Telepathy • SAiS 15
Without magic, you can’t speak the non-thri-kreen | Wisdom •
languages you know. Instead you can use telepathy, Your spellcasting ability for this feat’s spells is
magically transmitting your thoughts mentally to willing Wisdom.
creatures within 120 ft. of yourself. A contacted
creature doesn’t need to share a language with you,
but must be able to understand at least one language.

The telepathic link is broken if the distance between


you is more than 120 ft., if either of you are
incapacitated, or if either of you mentally breaks the
contact (no action required).

=== FEATS ===

* Strixhaven Initiate (Quandrix) • SACoC 37


You have studied some magical theory from Quandrix
College. You choose two cantrips from
<em>druidcraft</em>, <em>guidance</em>, and
<em>mage hand</em>, and can choose one 1st-level
Druid or Wizard spell. Once per long rest, you can cast
the chosen 1st-level spell without a spell slot. You can
also cast it using any spell slots you have.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Small
GENDER AGE SIZE HEIGHT WEIGHT
Dax Chaotic Neutral
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 15 +7
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 Mage Hand Strixhaven Initiate (Quandrix) -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

O Guidance <C> Strixhaven Initiate (Quandrix) -- 1A Touch V,S Concentration, up to 1 minute PHB 248 D: 1m, V/S

O Prestidigitation Initiate of High Sorcery (Nuitari) -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

=== 1st LEVEL === 4 Slots OOOO

O Cure Wounds Ranger -- 1A Touch V,S Instantaneous PHB 230 V/S

O Entangle <C> Ranger STR 15 1A 90 ft./20 ft. Square V,S Concentration, up to 1 minute PHB 238 D: 1m, 20 ft. Square, V/S

P Charm Person Strixhaven Initiate (Quandrix) (Always Prepared) WIS 15 1A 30 ft. V,S 1 hour PHB 221 1/LR, D: 1h, V/S

O Hex <C> Initiate of High Sorcery (Nuitari) -- 1BA 90 ft. V,S,M Concentration, up to 1 hour PHB 251 1/LR, D: 1h, V/S/M

O Dissonant Whispers Initiate of High Sorcery (Nuitari) WIS 15 1A 60 ft. V Instantaneous PHB 234 1/LR, V

O Disguise Self Gloom Stalker Magic -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S

P Speak with Animals Primal Awareness (Always Prepared) -- 1A Self V,S 10 minutes PHB 277 1/LR, D: 10m, V/S

=== 2nd LEVEL === 2 Slots OO

O Pass without Trace <C> Ranger -- 1A Self V,S,M Concentration, up to 1 hour PHB 264 D: 1h, V/S/M

O Silence <C> Ranger -- 1A 120 ft./20 ft. Sphere V,S Concentration, up to 10 minutes PHB 275 D: 10m, 20 ft. Sphere, V/S

O Rope Trick Gloom Stalker Magic -- 1A Touch V,S,M 1 hour PHB 272 D: 1h, V/S/M

P Beast Sense <C> Primal Awareness (Always Prepared) -- 1A Touch S Concentration, up to 1 hour PHB 217 1/LR, D: 1h, S

SPELLS

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