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Lorik

This document provides character details for a Sea Elf Folk Hero named Lorik. It summarizes Lorik's abilities, including proficiencies with light and medium armor, martial and simple weapons, and various tools. It also lists Lorik's ability scores, skills, saving throw bonuses, and equipment - including a longbow, longsword, and shortsword. Lorik has the ability to summon a drake companion once per long rest that deals lightning damage.
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0% found this document useful (0 votes)
22 views

Lorik

This document provides character details for a Sea Elf Folk Hero named Lorik. It summarizes Lorik's abilities, including proficiencies with light and medium armor, martial and simple weapons, and various tools. It also lists Lorik's ability scores, skills, saving throw bonuses, and equipment - including a longbow, longsword, and shortsword. Lorik has the ability to summon a drake companion once per long rest that deals lightning damage.
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
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Ranger 3 Multika

CLASS & LEVEL PLAYER NAME


Lorik
Sea Elf Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +3 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+0 Constitution +4 16 30 --
+1 +0 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
12
+1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
Resistances - Cold
DEXTERITY
Advantage to avoid or end the Immunities - Magical Sleep FAILURES

+4 charmed condition
DEFENSES HIT DICE DEATH SAVES

18 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +4 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+0 P +4

+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


10 +1 Athletics STR Leatherworker's Tools, Tinker's Tools,
ABILITY SAVE DC Vehicles (Land)
+1 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Common, Dwarvish, Gnomish, Goblin,
30 ft. (Walking), 30 ft. (Swimming) Primordial
+0 +1 Intimidation CHA
P +2 Investigation INT
10 P +4 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM E +6 Perception WIS


+1 Performance CHA === ACTIONS === damage + 0 lightning damage.
+2 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
• <strong>Infused Strikes.</strong> When another
creature within 30 ft. of the drake that it can see hits
Help, Hide, Ready, Search, Use an Object, with a weapon attack, the drake can use its reaction to
+0 Religion INT
15 Opportunity Attack, Grapple, Shove, Improvise, add <strong>1d6</strong> lightning damage to the
+4 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object attack’s damage.

P +6 Stealth DEX Drake Companion • 20 / Other <strong>Hit Points:</strong>


CHARISMA • <strong>Armor Class:</strong> 16
P +4 Survival WIS
• <strong>Saving Throws:</strong> DEX +3, WIS +4 Drake Companion: Summon • 1 / Long Rest
As an action, you can magically summon the drake
+1 • <strong>Draconic Essence.</strong> The drake is
immune to lightning damage, and deals lightning
damage with its bite and Infused Strikes.
that is bound to you in an unoccupied space of your
choice within 30 ft. of you. Whenever you summon the
• <em><strong>Bite.</strong> Melee Weapon drake, you choose a damage type from its Draconic
12 Attack:</em> +5 to hit, reach 5 ft., one target. Essence trait, and can determine any cosmetic
<em>Hit:</em> <strong>1d6</strong>+2 piercing characteristics of the drake.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

16 PASSIVE WISDOM (PERCEPTION)


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

Longsword +3 1d8+1 Slashing Martial, Versatile


12 PASSIVE WISDOM (INSIGHT)

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


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

Darkvision 60 ft. Unarmed Strike +3 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 3 Multika
CLASS & LEVEL PLAYER NAME
Lorik
Sea Elf Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES === * Spellcasting • PHB 91 or expend a spell slot of 1st level or higher.
You can cast known ranger spells using WIS as your
* Deft Explorer • TCoE 56 spellcasting modifier (Spell DC 12, Spell Attack +4). | Drake Companion (Lightning) •
You are an unsurpassed explorer and survivor, both in
the wilderness and in dealing with others on your * Primal Awareness • TCoE 57 | Drake Companion: 20 / Other • 1 Action
travels. You learn additional spells when you reach certain
levels in this class if you don’t already know them, as | Drake Companion: Summon: 1 / Long Rest • 1
| Canny (1st Level) • TCoE 56 shown in the Primal Awareness Spells table. Action
Choose one of your skill proficiencies. Your proficiency
bonus is doubled for any ability check you make that * Ranger Archetype • PHB 92 | Drake Companion: Command: 1 Bonus Action
uses the chosen skill.
You can also speak, read, and write two additional | Drakewarden
languages of your choice. === SEA ELF RACIAL TRAITS ===
* Draconic Gift • FToD 15
* Hit Points • PHB 90 The bond you share with your drake grants you the * Ability Score Increases • MotM 5
following benefits: When determining your character’s ability scores,
* Favored Foe • TCoE 56 - <strong>Thaumaturgy.</strong> You learn the increase one score by 2 and increase a different score
When you hit a creature with an attack roll, you can <em>thaumaturgy</em> cantrip, which is a ranger by 1, or increase three different scores by 1.
mark the target as your favored enemy for 1 minute or spell for you.
until you lose your concentration (as if you were - <strong>Tongue of Dragons.</strong> You learn to | Increase two scores (+2 / +1) •
concentrating on a spell). speak, read, and write Draconic or one other language Increase one of these scores by 2 and a different
The first time on each of your turns that you hit the of your choice. score by 1.
favored enemy and deal damage to it, including when
you mark it, you can increase that damage by 1d4. * Drake Companion • FToD 15 * Languages • MotM 5
You can magically summon the drake that is bound to Your character can speak, read, and write Common
| 2 / Long Rest • Special you in an unoccupied space of your choice within 30 ft. and one other language that you and your DM agree is
of you. Whenever you summon the drake, you choose appropriate for the character.
* Proficiencies • PHB 90 a damage type from its Draconic Essence trait, and
can determine any cosmetic characteristics of the * Creature Type • MotM 30
* Fighting Style • PHB 91 drake. In combat it shares your initiative count and You are a Humanoid but are also considered an elf for
You adopt a particular style of fighting as your takes its turn immediately after yours. You must take a any prerequisite or effect that requires you to be an elf.
specialty. bonus action on your turn to command it to take an
action (either one from its statblock or some other * Size • MotM 30
| Archery • PHB action), or it will take the Dodge action, though it can You are Medium.
You gain a +2 bonus to attack rolls you make with move and take reactions on its own. If you are
ranged weapons. incapacitated, it can take any action of its choice, not * Speed • MotM 30
just the Dodge action. Your walking speed is 30 ft., and you have a swimming
* Spellcasting Focus • TCoE 57 speed equal to your walking speed.
You can use a druidic focus as a spellcasting focus for Anything the drake was wearing or carrying anything is
your ranger spells. left behind when it vanishes. Once you summon the * Child of the Sea • MotM 30
drake, you can't do so again until you finish a long rest You can breathe air and water, and you have

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Studded Leather 1 13 lb.

Longsword 1 3 lb.

SP 0 Shortsword 1 2 lb.

Shortsword 1 2 lb.
EP 0 Longbow 1 2 lb.

Arrows 20 1 lb.
GP 225 Clothes, Common 1 3 lb.

Pot, Iron 1 10 lb.


PP 0 Shovel 1 5 lb.

WEIGHT CARRIED

45.5 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb.
PUSH/DRAG/LIFT

360 lb.

EQUIPMENT

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Ranger 3 Multika
CLASS & LEVEL PLAYER NAME
Lorik
Sea Elf Folk Hero (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

resistance to cold damage.

* Darkvision • MotM 30
You can see in dim light within 60 ft. of you as if it were
bright light, and in darkness as if it were dim light, only
discerning colors in that darkness as shades of gray.

* Fey Ancestry • MotM 30


You have advantage on saving throws you make to
avoid or end the charmed condition.

* Friend of the Sea • MotM 30


You can communicate simple ideas to any Beast with
a swimming speed. It can understand your words but
you cannot understand it in return.

| Special

* Keen Senses • MotM 30


You have proficiency in the Perception skill.

* Trance • MotM 30
You don’t need to sleep, and magic can’t put you to
sleep. You can finish a long rest in 4 hours if those
hours are spent in a trancelike meditation in which you
remain conscious.

When you finish this trance you gain two proficiencies -


each one a weapon or tool of your choosing from the
<em>Player’s Handbook</em>. This lasts until you
finish your next long rest.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Lorik
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 12 +4
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 Thaumaturgy Draconic Gift -- 1A 30 ft. V 1 minute PHB 282 D: 1m, V

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

O Hail of Thorns <C> Ranger DEX 12 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

O Zephyr Strike <C> Ranger -- 1BA Self V Concentration, up to 1 minute XGtE 171 D: 1m, V

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

SPELLS

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