Ranger (Drakewarden) (4) Archaeologist Elf (Wood) Chaotic Good
Ranger (Drakewarden) (4) Archaeologist Elf (Wood) Chaotic Good
INSPIRATION
STRENGTH
16 +3 35
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
15 PERSONALITY TRAITS
+3 +1 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS
17 0 Wisdom
-1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 Arcana (Int)
(1d10+1)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +4 Athletics (Str)
+1 -1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
A map to a ruin
Longbow +7 1d8+3 piercing Arrow x20
12 0 Insight (Wis)
Backpack
-1 Intimidation (Cha) Shortsword +5 1d6+3 piercing Bedroll
WISDOM +3 Investigation (Int) Lantern, bullseye
Mess kit
0 Medicine (Wis)
0 +1 Nature (Int) Number of Attacks: 1
Parchment
Pick, miner’s
Quiver
+2 Perception (Wis) Rations (1 day) x10
11
-1 Performance (Cha) Rope, hempen
Scale mail
-1 Persuasion (Cha)
CHARISMA Shovel
+1 Religion (Int) Tent, two-person
-1 +3 Sleight of Hand (Dex)
Tinderbox
Torch x10
+5 Stealth (Dex) Trinket
8 +2 Survival (Wis)
Waterskin
Wooden Case
SKILLS ATTACKS & SPELLCASTING
SP
Tool Proficiencies: Cartographer's Tools
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AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Alarm
Hunter's Mark
4
SPELLS KNOWN
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Darkvision: 60 ft.
---------------Actions--------------
Drake Companion. As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of
you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block,
which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can
determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on
its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it
takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or
some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or
carrying is left behind when the drake vanishes.
Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Primeval Awareness. Spend an X-level spell slot, for X minutes, you sense the types of creatures within 1 mile(6 if grassland.
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
.
-----------Other Traits------------
Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Elven Accuracy. The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision
rather than brute force. You gain the following benefits:
Favored Enemy. You have advantage on survival checks to track undead creatures and on INT checks to recall info about them.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Natural Explorer. Your favored terrain type is grassland. Related to the terrain type: 2X proficiency bonus for INT and WIS checks for which you are proficient,
difficult terrain doesn't slow your group, always alert for danger, can move stealthily alone at normal pace, 2x food when foraging, while tracking learn exact
number, size, and when they passed through.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is
"trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
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You set an alarm against unwanted intrusion. Until the spell ends, you deal an extra 1d6
Choose a door, a window, or an area within damage to a creature you can see whenever
range that is no larger than a 20-foot cube. you hit it with a weapon attack, and you have
Until the spell ends, an alarm alerts you advantage on Perception and Survival checks
whenever a Tiny or larger creature touches or to find it. If the target drops to 0 hit points
enters the warded area. When you cast the before this spell ends, you can use a bonus
spell, you can designate creatures that won't action on a subsequent turn to mark a new
set off the alarm. You also choose whether the creature. At Higher Levels: When you cast
alarm is mental or audible. A mental alarm this spell using a spell slot of 3rd or 4th level,
alerts you with a ping in your mind if you are you can concentrate for up to 8 hours. If you
within 1 mile of the warded area. This ping use a slot of 5th level or higher, you can
awakens you if you are sleeping. An audible concentrate for up to 24 hours.
alarm produces the sound of a hand bell for 10
seconds within 60 feet.
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