Class & Level

Ranger 1

Species

Lizardfolk

Background

Folk hero

Alignment

______________

Strength

14

+2

Dexterity

16

+3

Constitution

10

+0

Intelligence

10

+0

Wisdom

14

+2

Charisma

10

+0

15

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

10

Max Health Points

Saving Throws

Strength

+4

Dexterity

+5

Constitution

+0

Intelligence

+0

Wisdom

+2

Charisma

+0

+2

Proficiency
Bonus

WIS

+2

Spellcasting
Modifier

12

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+4

Arcana Int

+0

Athletics Str

+2

Deception Cha

+0

History Int

+0

Insight Wis

+2

Intimidation Cha

+0

Investigation Int

+0

Medicine Wis

+2

Nature Int

+0

Perception Wis

+4

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+0

Sleight of Hand Dex

+3

Stealth Dex

+3

Survival Wis

+6

Traits & Gear

Traits

Languages:
Common
Goblin
Draconic
Elvish

Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Equipment & Money

Leather armour 11 + dex
Two short swords +4 to hit (1d6+2) slashing
Longbow + 5 to hit (1d8+3) piercing
Explorers pack

A set of artisan’s tools (one of your choice)
A shovel, an iron pot
A set of common clothes

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Favoured enemy

Monstrosities:
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.

Deft explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below:

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. (survival)

You can also speak, read, and write 2 additional languages of your choice.
(Goblin and Draconic)

 

Rustic hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Actions

Abilities that take require an action, bonus action or reaction. 

Attack with Shortsword

5ft range, D20+5 to hit, 1d6+3 Damage.

Attack with Longbow

Range 60ft – 180ft, D20+5 to hit, 1d8+3 Damage.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.