Ranger 3 Eumeta
CLASS & LEVEL PLAYER NAME
Ksmvr
Aarakocra Custom Background 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
• +1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +3 14 23 --
-1 +0 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
8
-1 Charisma
Total 3d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+3 DEFENSES HIT DICE DEATH SAVES
17 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +3
+0
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons
=== TOOLS ===
14 P +1 Athletics STR Drum
ABILITY SAVE DC
-1 Deception CHA
=== LANGUAGES ===
+0 History INT Aarakocra, Auran, Common, Deep Speech,
INTELLIGENCE
+3 Insight WIS Draconic
25 ft. (Walking), 50 ft. (Flying)
+0 -1 Intimidation CHA
+0 Investigation INT
10 +3 Medicine WIS SPEED
+0 Nature INT PROFICIENCIES & LANGUAGES
WISDOM P +5 Perception WIS
-1 Performance CHA === ACTIONS ===
+3 -1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
Help, Hide, Ready, Search, Use an Object,
+0 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise,
+3 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
P +5 Stealth DEX === SPECIAL ===
CHARISMA Horde Breaker
P +5 Survival WIS
Once on each of your turns when you make a
-1 weapon attack, you can make another attack with the
same weapon against a different creature that is within
5 ft. of the original target and within range of your
weapon.
8
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
15 PASSIVE WISDOM (PERCEPTION)
Longbow +7 1d8+3 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Unarmed Strike +1 0 Bludgeoning
13 PASSIVE WISDOM (INSIGHT)
Talons +1 1d4-1 Slashing
10 PASSIVE INTELLIGENCE (INVESTIGATION)
SENSES WEAPON ATTACKS & CANTRIPS
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Ranger 3 Eumeta
CLASS & LEVEL PLAYER NAME
Ksmvr
Aarakocra Custom Background 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== RANGER FEATURES === | Archery • PHB * Talons • EE
You gain a +2 bonus to attack rolls you make with Unarmed strikes may deal 1d4 -1 slashing damage on
* Hit Points • PHB 90 ranged weapons. a hit.
* Proficiencies • PHB 90 * Spellcasting • PHB 91 | 1 Action
You can cast known ranger spells using WIS as your
* Favored Enemy • PHB 91 spellcasting modifier (Spell DC 13, Spell Attack +5).
You have advantage on Survival checks to track your
favored enemies, as well as on INT checks to recall * Ranger Archetype • PHB 92
information about them. You also learn one language
of your choice that is spoken by your favored enemies, | Hunter
if they speak one at all.
* Primeval Awareness • PHB 92
| Humanoids • PHB As an action, you can expend one ranger spell slot (1
Humanoids are the main peoples of the world, both minute per level of spell slot) to sense whether any
civilized and savage, including humans and a aberrations, celestials, dragons, elementals, fey,
tremendous variety of other species. fiends, or undead are present within 1 mile of you (or
within up to 6 miles if you are in your favored terrain).
* Natural Explorer • PHB 91 This feature doesn’t reveal the creatures’ location or
You have a favored terrain type. Your proficiency number.
bonus is doubled for proficient skills when you make
an INT or WIS check related to it. While traveling for | 1 Action
an hour or more in your chosen terrain, difficult terrain
doesn’t slow your group’s travel, your group can’t * Hunter’s Prey • PHB 93
become lost except by magical means, you remain You gain an additional attack feature.
alert to danger even when you are engaged in another
activity, you can move stealthily at a normal pace | Horde Breaker • PHB
(while alone), you find twice as much food while Once on each of your turns when you make a weapon
foraging, and while tracking creatures, you learn the attack, you can make another attack with the same
exact number, sizes, and how long ago they passed weapon against a different creature that is within 5 ft.
through the area. of the original target and within range of your weapon.
| Swamp • PHB | Special
You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in
such regions. === AARAKOCRA RACIAL TRAITS ===
* Fighting Style • PHB 91 * Flight • EE
You adopt a particular style of fighting as your Flying speed 50 ft. (while not wearing medium or
specialty. heavy armor)
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Leather 1 10 lb.
Shortsword 1 2 lb.
SP 0 Shortsword 1 2 lb.
Longbow 1 2 lb.
EP 0 Arrows 20 1 lb.
GP 2
PP 0
WEIGHT CARRIED
17 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT
120 lb.
PUSH/DRAG/LIFT
240 lb.
EQUIPMENT
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Male 7 Medium 5 ft 96
GENDER AGE SIZE HEIGHT WEIGHT
Ksmvr Chaotic Good Black Dark Black
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
=== Allies === I place no stock in wealthy or well-mannered folk.
Money and manners won't save you from a hungry
Birds owlbear.
PERSONALITY TRAITS
Greater Good.€Itis each person's
responsibility to make the most
happiness for the whole tribe.
IDEALS
I am the last of my tribe, and it is up to me to
ensure their names enter legend.
BONDS
Don't expect me to save those who can't save themselves. It
is nature's way that the strong thrive and the weak perish.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
"What seperates you from a Kenku ?" That's a
question his kin often ask of him. Strange as it
sounds, he emerged from the egg with skin and
feathers as normal as any other chicks: healthy
brown and light pink. Much to his childhood
happiness, a population boom of the Lizardfolks
living in the marshes near his rocky mountain
village drove them on a territory war, which ended
one-sidedly as Gorgons entered the village under
the cover of darkness and strangled all of his
friends, neighbors, everyone. Well, nearly
everyone. His mother carried him out of the
slaughter, but not before getting poisoned by the
invaders arrow and subsequently died after safely
landed him. Ironically, his appearance changed to
match the theme of the very event causing him
much grief: feathers and skin turning pitch-black,
eyes akin to dark pearls with an eery white glow.
Nearby Aarakocra settlements refused to let him
in, branding him as the "Doombringer" for the
events that transpired. He did not blame them, for
sometimes he often thinks the name is fitting, for
his beloved deceased and for the upcoming
butcher bill of lizards he would deliver. Luckily, or
unluckily, his event is just one of the many in the
world, as insignificant at that. Other races would
just raise an eyebrow at a weird black bipedal bird,
offering him services like any normal being.
CHARACTER BACKSTORY ADDITIONAL NOTES
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WIS 13 +5
Ranger
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== 1st LEVEL === 3 Slots OOO
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 Speak with Animals Ranger -- 1A Self V,S 10 minutes PHB 277 D: 10m, V/S
O Detect Magic <C> Ranger -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S
SPELLS
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