Lincoln Lightwalker (Level 14)

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Ranger 7 / Fighter 7 NPC

CLASS & LEVEL PLAYER NAME


Lincoln Lightwalker
Mark of Finding Human Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

• +8 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +10 Dexterity
+4 Constitution +5 15 192 --
+3 +1 Intelligence
CLASS
+5 Wisdom INITIATIVE HIT POINTS
16
+3 Charisma
Total
7d10 + 7d10 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+4 P +10

+1
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


18 P +8 Athletics STR Flute
ABILITY SAVE DC
+3 Deception CHA
=== LANGUAGES ===
+1 History INT Celestial, Common, Draconic, Elvish, Goblin,
INTELLIGENCE
+5 Insight WIS Infernal, Sylvan
35 ft. (Walking), 35 ft. (Climbing), 35 ft.
+1 +3 Intimidation CHA
(Swimming)
+1 Investigation INT
13 +5 Medicine WIS SPEED

+6 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM E +15 Perception WIS


+3 Performance CHA === ACTIONS === doesn’t attack, you can use a bonus action to
+5 +3 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
command the beast to take the Dash, Disengage, or
Help action on its turn. In addition, the beast's attacks
Help, Hide, Ready, Search, Use an Object, now count as magical for the purpose of overcoming
+1 Religion INT
20 Opportunity Attack, Grapple, Shove, Improvise, resistance and immunity to nonmagical attacks and
+5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object damage.

P +10 Stealth DEX === BONUS ACTIONS === Primal Companion: Take Action • 32 / Other
CHARISMA Curving Shot As a bonus action on your turn you command your
P +10 Survival WIS
When you make an attack roll with a magic arrow Primal Companion to take another action. That action
can be one in its stat block or some other action. You
+3 and miss, you can use a bonus action to reroll the
attack roll against a different target within 60 ft. of the
original target.
can also sacrifice one of your attacks when you take
the Attack action to command the beast to take the
Attack action. If you are incapacitated, the beast can
16 Exceptional Training take any action of its choice, not just Dodge.
On any of your turns when your beast companion <strong>AC:</strong> 18
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

25 PASSIVE WISDOM (PERCEPTION)


Dagger of Warning +10 1d4+5 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Longbow, +2 +14 1d8+7 Piercing Martial, Ammunition, Heavy, Range, Two-Handed, Range (150/600)

15 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +8 4 Bludgeoning


11 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Ranger 7 / Fighter 7 NPC
CLASS & LEVEL PLAYER NAME
Lincoln Lightwalker
Mark of Finding Human Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== RANGER FEATURES ===


* Fighting Style • PHB 91 * Ability Score Improvement • PHB 92
* Deft Explorer • TCoE 56 You adopt a particular style of fighting as your
You are an unsurpassed explorer and survivor, both in specialty. * Extra Attack • PHB 92
the wilderness and in dealing with others on your You can attack twice whenever you take the Attack
travels. | Archery • PHB action on your turn.
You gain a +2 bonus to attack rolls you make with
| Canny (1st Level) • TCoE 56 ranged weapons. * Exceptional Training • PHB 93
Choose one of your skill proficiencies. Your proficiency On any of your turns when your beast companion
bonus is doubled for any ability check you make that * Spellcasting • PHB 91 doesn’t attack, you can use a bonus action to
uses the chosen skill. You can cast known ranger spells using WIS as your command the beast to take the Dash, Disengage, or
You can also speak, read, and write two additional spellcasting modifier (Spell DC 18, Spell Attack +10). Help action on its turn. In addition, the beast's attacks
languages of your choice. now count as magical for the purpose of overcoming
* Primal Awareness • TCoE 57 resistance and immunity to nonmagical attacks and
| Roving (6th Level) • TCoE 56 You learn additional spells when you reach certain damage.
Your walking speed increases by 5, and you gain a levels in this class if you don’t already know them, as
climbing speed and a swimming speed equal to your shown in the Primal Awareness Spells table. | 1 Bonus Action
walking speed.
* Ranger Archetype • PHB 92 === FIGHTER FEATURES ===
* Hit Points • PHB 90
| Beast Master * Hit Points • PHB 71
* Proficiencies • PHB 90
* Primal Companion • TCoE 61 * Proficiencies • PHB 71
* Favored Enemy • PHB 91 You magically summon a primal beast, which draws
You have advantage on Survival checks to track your strength from your bond with nature. * Fighting Style • PHB 72
favored enemies, as well as on INT checks to recall You adopt a fighting style specialty.
information about them. You also learn one language | Beast of the Sky • TCoE 61
of your choice that is spoken by your favored enemies, You magically summon a primal beast, which draws | Superior Technique • TCoE 41
if they speak one at all. strength from your bond with nature. The beast is You learn one maneuver of your choice from among
friendly to you and your companions and obeys your those available to the Battle Master archetype. If a
| Beasts • PHB commands. maneuver you use requires your target to make a
Beasts are nonhumanoid creatures that are a natural saving throw to resist the maneuver’s effects, the
part of the fantasy ecology. Some of them have | Primal Companion: Take Action: 32 / Other • 1 saving throw DC equals 8 + your proficiency bonus +
magical powers, but most are unintelligent and lack Bonus Action your Strength or Dexterity modifier (your choice).
any society or language. You gain one superiority die, which is a d6 (this die is
* Martial Versatility • TCoE 57 added to any superiority dice you have from another
| Fiends • PHB Whenever you reach a level in this class that grants source). This die is used to fuel your maneuvers. A
Fiends are creatures of wickedness that are native to the Ability Score Improvement feature, you can replace superiority die is expended when you use it. You
the Lower Planes. A few are the servants of deities, a fighting style you know with another fighting style regain your expended superiority dice when you finish
but many more labor under the leadership of available to rangers. This replacement represents a a short or long rest.
archdevils and demon princes. shift of focus in your martial practice.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Longbow, +2 1 2 lb. 50 feet of Hempen rope

Dagger of Warning 1 1 lb.

SP 0 Cloak of Elvenkind 1 --

Potion of Healing 1 0.5 lb.


EP 0 Potion of Healing 1 0.5 lb.

Potion of Healing 1 0.5 lb.


GP 0 Potion of Healing 1 0.5 lb.

PP 0 Backpack 1

Bedroll 1
WEIGHT CARRIED
Mess Kit 1
5 lb.
ENCUMBERED Tinderbox 1 ATTUNED MAGIC ITEMS QTY WEIGHT

240 lb. Days of Rations 10 Dagger of Warning 1 1 lb.

PUSH/DRAG/LIFT Torches 10 Cloak of Elvenkind 1 --

480 lb. Waterskin 1

EQUIPMENT

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Ranger 7 / Fighter 7 NPC
CLASS & LEVEL PLAYER NAME
Lincoln Lightwalker
Mark of Finding Human Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Second Wind • PHB 72 creature in that line must make a DEX saving throw
Once per short rest, you can use a bonus action to (DC 14). On failure, a creature takes damage from the
regain 1d10 + 7 HP. arrow plus 1<strong>d6</strong> extra piercing === MARK OF FINDING HUMAN RACIAL TRAITS
damage (half damage on success). ===
| 1 / Short Rest • 1 Bonus Action
| Special * Darkvision • ERftLW 40
* Action Surge • PHB 72 You can see in dim light within 60 feet of you as if it
You can take one additional action on your turn. This | Seeking Arrow • XGtE were bright light, and in darkness as if it were dim light.
can be used 1 times per short rest. You can choose one creature you have seen in the You can’t discern color in darkness, only shades of
past minute and fire an arrow that flies toward that gray.
| 1 / Short Rest • Special creature, moving around corners and ignoring
three-quarters cover and half cover. If the target is in * Hunter’s Intuition • ERftLW 40
* Martial Archetype • PHB 72 range and a path is available, it must make a DEX When you make a Wisdom (Perception) or Wisdom
saving throw (DC 14) or take damage from the arrow (Survival) check, you can roll a d4 and add the number
| Arcane Archer plus 1<strong>d6</strong> force damage and you rolled to the ability check.
learn the target's location (half damage and location is
* Arcane Archer Lore • XGtE 28 unrevealed on success). * Finder’s Magic • ERftLW 40
You gain proficiency in an additional skill and learn an You can cast the hunter’s mark spell with this trait.
additional cantrip. | Special Starting at 3rd level, you can also cast the locate
object spell with it. Once you cast either spell with this
* Arcane Shot • XGtE 28 * Ability Score Improvement • PHB 72 trait, you can’t cast that spell with it again until you
Twice per short rest and once per turn when you fire finish a long rest. Wisdom is your spellcasting ability
an arrow from a shortbow or longbow as part of the * Extra Attack • PHB 72 for these spells.
Attack action, you can apply one Arcane Shot option of You can attack twice whenever you take the Attack
your choice to that arrow. You decide to use the option action on your turn. * Spells of the Mark • ERftLW 40
when the arrow hits a creature, unless the option If you have the Spellcasting or the Pact Magic class
doesn’t involve an attack roll. | Special feature, the spells on the Mark of Finding Spells table
are added to the spell list of your spellcasting class.
| 2 / Short Rest • Special * Magic Arrow • XGtE 28
Whenever you fire a nonmagical arrow from a
* Arcane Shot Options • XGtE 28 shortbow or longbow, you can make it magical for the === FEATS ===
purpose of overcoming resistance and immunity, but
| Bursting Arrow • XGtE the magic fades from the arrow on a hit or miss. * Sharpshooter • PHB 170
Immediately after the arrow hits a creature, the target Attacking at long range doesn't impose disadvantage
and all other creatures within 10 ft. of it take * Curving Shot • XGtE 28 on your ranged weapon attack rolls and your ranged
2<strong>d6</strong> force damage each. When you make an attack roll with a magic arrow and weapon attacks ignore half cover and three-quarters
miss, you can use a bonus action to reroll the attack cover. Before you make an attack with a ranged
| Special roll against a different target within 60 ft. of the original weapon that you are proficient with, you can choose to
target. take a -5 penalty to the attack roll to add +10 to the
| Piercing Arrow • XGtE attack's damage.
Creates a line 1 ft. wide and 30 ft. long and each | 1 Bonus Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Ranger 7 / Fighter 7 NPC
CLASS & LEVEL PLAYER NAME
Lincoln Lightwalker
Mark of Finding Human Outlander (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

* Piercer • TCoE 80
You gain a bonus to Strength or Dexterity. Once per
turn, you can reroll the piercing damage from an
attack. On a critical hit, you can roll one additional
damage die.

| Piercer: Reroll Damage: Special

| Piercer: Critical Hit: Special

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male Medium
GENDER AGE SIZE HEIGHT WEIGHT
Lincoln Lightwalker Chaotic Good Green Blonde
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I place no stock in wealthy or


well-mannered folk. Money and manners
won’t save you from a hungry owlbear.
I have a lesson for every situation, drawn
from observing nature.
PERSONALITY TRAITS

Greater Good. It is 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

I remember every insult I’ve received


and nurse a silent resentment toward
anyone who’s ever wronged me.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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WIS 18 +10
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 Druidcraft Arcane Archer Lore -- 1A 30 ft. V,S Instantaneous PHB 236 V/S

=== 1st LEVEL === 4 Slots OOOO

O Longstrider Ranger -- 1A Touch V,S,M 1 hour PHB 256 D: 1h, V/S/M

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

O Speak with Animals Ranger -- 1A Self V,S 10 minutes PHB 277 D: 10m, V/S

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 Hunter's Mark <C> Finder’s Magic -- 1BA 90 ft. V Concentration, up to 1 hour PHB 251 1/LR, Ext. D: (See Description)*, D: 1h, V

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

=== 2nd LEVEL === 3 Slots OOO

O Summon Beast <C> Ranger -- 1A 90 ft. V,S,M Concentration, up to 1 hour TCoE 109 D: 1h, V/S/M

O Locate Object <C> Finder’s Magic -- 1A Self V,S,M Concentration, up to 10 minutes PHB 256 1/LR, D: 10m, V/S/M

P Beast Sense <C> Primal Awareness (Always Prepared) -- 1A Touch S Concentration, up to 1 hour PHB 217 1/LR, D: 1h, S

SPELLS

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