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

Krull - LVL 2

D&D 5th Edition Character Sheet

Uploaded by

Alex Fer Vinif
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
0% found this document useful (0 votes)
35 views

Krull - LVL 2

D&D 5th Edition Character Sheet

Uploaded by

Alex Fer Vinif
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
You are on page 1/ 5

Ranger 2 Rewarded

CLASS & LEVEL BACKGROUND PLAYER NAME


KRULL Deep Gnome - Svirfneblin Chaotic Good 300
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
10
STRENGTH 16 2 25

-1 2 PROFICIENCY BONUS

8 PERSONALITY TRAITS
Hit Point Maximum 18
1 Strength
DEXTERITY 4 Dexterity 10

2 1
-1
Constitution
Intelligence
CURRENT HIT POINTS

14 2 Wisdom
IDEALS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
10

1 2 Acrobatics (Dex)
2

12 2 Animal Handling (…
BONDS
-1 Arcana (Int)

INTELLIGENCE -1 Athletics (Str)

-1
-1 Deception (Cha) NAME ATK DAMAGE/TYPE 10

-1 History (Int) Dagger - Melee +4 1d4+2 Piercing

8 4 Insight (Wis)
Dagger - Ran… +4 1d4+4 Piercing
-1 Intimidation (Cha) FLAWS

-1 Investigation (Int)
WISDOM Cure Wounds 1d8+2 Healing

2
2 Medicine (Wis)
-1 Nature (Int) Hunter's Mark 1d6 Piercing Speed
4 Perception (Wis)
14 Favored Foe 1d4 Piercing
Languages
-1 Performance (Cha) Size and Age
1 Persuasion (Cha) ATTACKS & SPELLCASTING
CHARISMA
Gnome Cunning
-1 Religion (Int)

-1 2
6
Sleight of Hand (…
Stealth (Dex)
0
CP
0
SP
0
EP
0
GP
0
PP
Superior Darkvision

Stone Camouflage

8 Backround: Rewarded
4 Survival (Wis)
1 Studded Leather Armor Fortune’s Favor
SKILLS
1 Shield
Feat: Lucky
12 Dagger
Favored Foe
14 PASSIVE WISDOM (PERCEPTION)
1 Pouch
Deft Explorer
EQUIPMENT
Fighting Style
TOOL: Dice Set
Fighting Style: Thrown Weapon Fighting
LANGUAGE: Deep Speech, Common,
Spellcasting
Dwarvish, Gnomish, Undercommon
ARMOR: Light Armor, Medium Armor, Shields Spellcasting Focus

WEAPON: Martial weapons, Simple weapons FEATURES & TRAITS

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 12 Total: 3
CP SP EP GP PP
12 3
DAGGER LUCKY

Total: Total: 2
2
ATTACKS & SPELLCASTING
FAVORED FOE

Total: Total:

EQUIPMENT
Total: Total:
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 2

Hunter's Mark

Cure Wounds 5 0 8 0

2 0
9 0
FEATURES & TRAITS
Speed Favored Foe
Your base walking speed is 25 feet. This 1st-level feature replaces the Favored Spellcasting
Enemy feature and works with the Foe Slayer By the time you reach 2nd level, you have
Languages feature. You gain no benefit from the replaced learned to use the magical essence of nature
You can read, speak, and write Common and feature and don't qualify for anything in the to cast spells, much as a druid does.
Gnomish game that requires it.
Spell Slots
Size and Age When you hit a creature with an attack roll, The Ranger table shows how many spell slots
Gnomes mature at the same rate as humans, you can call on your mystical bond with nature you have to cast your ranger spells of 1st level
and most are expected to settle into adult life to mark the target as your favored enemy for 1 and higher. To cast one of these spells, you
around the age of 40. They can live to 350 minute or until you lose your concentration (as must expend a slot of the spell's level or
years on average, but it's not too uncommon if you were concentrating on a spell). higher. You regain all expended spell slots
for them to reach 500 years of age. when you finish a long rest.
Gnomes are between 3 and 4 feet tall and The first time on each of your turns that you hit
weigh around 40 pounds. Your size is Small. the favored enemy and deal damage to it, For example, if you know the 1st-level spell
including when you mark it, you increase that Animal Friendship and have a 1st-level and a
Gnome Cunning damage by 1d4. 2nd-level spell slot available, you can cast
You have advantage on all Intelligence, Animal Friendship using either slot.
Wisdom, and Charisma saving throws against You can use this feature to mark a favored
magic. enemy a number of times equal to your Spells Known of 1st Level and Higher
proficiency bonus, and you regain all You know two 1st-level spells of your choice
Superior Darkvision expended uses when you finish a long rest. from the ranger spell list.
Your darkvision has a radius of 120 feet.
This feature's extra damage increases when The Spells Known column of the Ranger table
you reach certain levels in this class: to 1d6 at shows when you learn more ranger spells of
Stone Camouflage
6th level and to 1d8 at 14th level. your choice. Each of these spells must be of a
You have advantage on Dexterity (stealth)
level for which you have spell slots. For
checks to hide in rocky terrain.
Deft Explorer instance, when you reach 5th level in this
This 1st-level feature replaces the Natural class, you can learn one new spell of 1st or
Backround: Rewarded
Explorer feature. You gain no benefit from the 2nd level.
Skill Proficiencies: Insight, Persuasion
Languages: Undercommon replaced feature and don't qualify for anything
in the game that requires it. Additionally, when you gain a level in this
Tool Proficiencies: Dices
class, you can choose one of the ranger spells
You are an unsurpassed explorer and survivor, you know and replace it with another spell
Fortune’s Favor
both in the wilderness and in dealing with from the ranger spell list, which also must be
Your unexpected good fortune is reflected by a
others on your travels. You gain the Canny of a level for which you have spell slots.
minor boon. You gain the Lucky feat
benefit below, and you gain an additional
benefit when you reach 6th level and 10th Spellcasting Ability
Feat: Lucky
level in this class. Wisdom is your spellcasting ability for your
You have inexplicable luck that seems to kick
ranger spells, since your magic draws on your
in at just the right moment.
Canny (1st Level) attunement to nature. You use your Wisdom
Choose one of your skill proficiencies. Your whenever a spell refers to your spellcasting
You have 3 luck points. Whenever you make
proficiency bonus is doubled for any ability ability. In addition, you use your Wisdom
an attack roll, an ability check, or a saving
check you make using the chosen skill= modifier when setting the saving throw DC for
throw, you can spend one luck point to roll an
Stealth a ranger spell you cast and when making an
additional d20. You can choose to spend one
attack roll with one.
of your luck points after you roll the die, but
You can also speak, read, and write 2
before the outcome is determined. You choose
additional languages of your choice.= Spell save DC = 8 + your proficiency bonus +
which of the d20s is used for the attack roll,
Dwarvish , Deep Speech your Wisdom modifier
ability check, or saving throw.

Fighting Style Spell attack modifier = your proficiency bonus


You can also spend one luck point when an
At 2nd level, you adopt a particular style of + your Wisdom modifier
attack roll is made against you. Roll a d20 and
fighting as your specialty. Choose one of the
then choose whether the attack uses the
following options. Spellcasting Focus
attacker's roll or yours.
You can’t take a Fighting Style option more At 2nd level, you can use a druidic focus as a
than once, even if you later get to choose spellcasting focus for your ranger spells. A
If more than one creature spends a luck point
again. druidic focus might be a sprig of mistletoe or
to influence the outcome of a roll, the points
holly, a wand or rod made of yew or another
cancel each other out; no additional dice are
Fighting Style: Thrown Weapon Fighting special wood, a staff drawn whole from a living
rolled.
You can draw a weapon that has the thrown tree, or an object incorporating feathers, fur,
property as part of the attack you make with bones, and teeth from sacred animals.
You regain your expended luck points when
you finish a long rest. the weapon.
In addition, when you hit with a ranged attack
using a thrown weapon, you gain a +2 bonus
to the damage roll.
SPELLS
Hunter's Mark
divination 1 Cure Wounds
Casting Time: 1 bonus action evocation 1
Range: 90 feet Casting Time: 1 action
Target: A creature that you can see within Range: Touch
range Target: A creature you touch
Components: V Components: V S
Duration: ConcentrationUp to 1 hour Duration: Instantaneous
Description: Description:
You choose a creature you can see within A creature you touch regains a number of hit
range and mystically mark it as your quarry. points equal to 1d8 + your spellcasting ability
Until the spell ends, you deal an extra 1d6 modifier. This spell has no effect on undead or
damage to the target whenever you hit it with constructs.
a weapon attack, and you have advantage on At Higher Levels: When you cast this spell
any Wisdom (Perception) or Wisdom using a spell slot of 2nd level or higher, the
(Survival) check you make to find it. If the Healing increases by 1d8 for each slot level
target drops to 0 hit points before this spell above 1st.
ends, you can use a bonus action on a
subsequent turn of yours to mark a new
creature.
At Higher Levels: When you cast this spell
using a spell slot of 3rd or 4th level, you can
maintain your Concentration on the spell for
up to 8 hours. When you use a spell slot of 5th
level or higher, you can maintain your
concentr⁠ation on the spell for up to 24 hours.

You might also like