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Koho

The document details a character sheet for a Kitsune Ranger named Koho, who is chaotic good and has various skills and abilities. Koho has a strong focus on exploration and survival, with traits like Darkvision, Natural Explorer, and Claws for combat. The character also possesses spellcasting abilities and a connection to the wilderness, emphasizing a deep bond with nature and a wanderlust for adventure.

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0% found this document useful (0 votes)
7 views4 pages

Koho

The document details a character sheet for a Kitsune Ranger named Koho, who is chaotic good and has various skills and abilities. Koho has a strong focus on exploration and survival, with traits like Darkvision, Natural Explorer, and Claws for combat. The character also possesses spellcasting abilities and a connection to the wilderness, emphasizing a deep bond with nature and a wanderlust for adventure.

Uploaded by

wolfythegoldwolf
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

Ranger (UA) (1) Outlander Wolf

CLASS & LEVEL BACKGROUND PLAYER NAME


Koho Kitsune (Brown) Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm driven by a wanderlust that led me away
14 +3 30 from home.

8 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I'm always picking things up, absently fiddling
with them, and sometimes accidentally breaking
them.
-1 PERSONALITY TRAITS

Hit Point Maximum 11



+1 Strength
DEXTERITY Life is like the seasons, in constant

+5 Dexterity change, and we must change with it.

16 +1 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+3 +2 Wisdom
+2 Charisma
An injury to the unspoiled wilderness
of my home is an injury to me.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

12 +3 Acrobatics (Dex) SUCCESSES


1x(1d10+1) There's no room for caution
+1 +2 Animal Handling (Wis) FAILURES in a life lived to the fullest.
+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+1 Athletics (Str)

12 +2 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1 +2 Insight (Wis)
+5
Shortsword 1d6 + 3 piercing
Arrow x20
WISDOM
+2 Intimidation (Cha)
+1 Investigation (Int)
Longbow +5 1d8 + 3 piercing
Clothes, traveler’s
+2 Medicine (Wis) Dungeoneer's
14 ●
+3 Nature (Int)
Pack

+4 Perception (Wis) Number of
+2
+2 Performance (Cha)
Attacks: 1 Hunting trap
CHARISMA
+2 Persuasion (Cha)
+1 Religion (Int)
Leather
14 +3 Sleight of Hand (Dex) Quiver

+5 Stealth (Dex)
+2 ●
+4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Lyre

Weapon Proficiencies: Martial; EP

Simple

Armor Proficiencies: Light;


GP
10
Medium; Shields
PP

Language Proficiencies:
Common; Kitsune-Speak; Sylvan

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
20 5'2''
AGE HEIGHT WEIGHT
Koho
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Kitsune (Brown) Charisma 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

2
Alter Self

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

-----------Other Traits------------
Animal Charisma. You gain advantage on Charisma checks when attempting to appear friendly or attractive.

Blend In. You may use alter self once per day, as per the spell. Charisma is your spellcasting ability for this spell.

Claws. You have sharp claws that can be used as weapons on combat. Your claw attacks deal 1d4 slashing
damage. You may make an additional claw attack as a bonus action with your off hand, even if you are wielding a
weapon in your other hand. Neither claw attack adds your strength or dexterity bonus to damage. You are
considered proficient with your claws.

Favored Enemy. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking
to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage
rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom
(Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy
or creatures associated with it. However, you are free to pick any language you wish to learn.

Keeper Of Secrets. You gain advantage against any spell or effect that would force you to reveal information (such
as zone of truth). When you are under the influence of a spell that charms or controls you, you may make a new
saving throw to end the effect if the spell’s controller attempts to extract information from you.

Natural Explorer. You are a master of navigating the natural world, and you react with swift and decisive action when
attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or
more:

• 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.

Quick Escape. You may use your claws as impromptu lock picks or cutting tools for the purposes of picking locks,
cutting rope, or undoing other restraints. Using them in such a way renders your claws useless for 1d4 days while
they regrow, denying you your claw attack as well as the ability to escape restraints.

Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of
terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up
to five other people each day, provided that the land offers berries, small game, water, and so forth.

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