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Ranvas Pahrunath

1 Level (-/300 XP for level-up) Outlander, Pilgrim Background Triton Race / Species / Heritage Neutral Good Alignment
Fighter, Gunslinger
Level 1
Hit Dice: 1/1
1d10+4 Class 1

STR
16
+3
DEX
17
+3
CON
18
+4
INT
12
+1
WIS
17
+3
CHA
11
+0
14
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
0 / 0
Grit
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+3 Dexterity
+6 Constitution
+1 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+1 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, Hand +5 DEX 1d6+3 Piercing
 Ammunition (Range 30/120), Light, Loading
Crossbow, Light +5 DEX 1d8+3 Piercing
 Ammunition (Range 80/320), Loading, Two-Handed
Attacks
Fighting Style
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Amphibious
You can breathe air and water.

Control Air and Water
A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Emissary of the Sea
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Guardians of the Depths
Adapted to even the most extreme ocean depths, you have resistance to cold damage.

Features & Traits
Crossbow bolts [20]
Torches [10]
Rations [10] days

a backpack, a bedroll, a mess kit, a tinderbox, a waterskin, 50 feet of hempen rope, a staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Primordial, Giant
Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Viol

Languages & Proficiencies
I'm driven by a wanderlust that led me away from home.

Personality Traits
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)

Ideals
An injury to the unspoiled wilderness of my home is an injury to me.

Bonds
There's no room for caution in a life lived to the fullest.

Flaws
Getting accustomed to living above water.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

Player's Handbook

Explorer's Pack

Adventuring Gear Common

Includes:

  • a backpack
  • a bedroll
  • a mess kit
  • a tinderbox
  • 10 torches
  • 10 days of rations
  • a waterskin
  • 50 feet of hempen rope

Cost: 10 gp


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Source: PHB, page 153. Available in the SRD.

Torch

Adventuring Gear Varies

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1 co Weight: 1 lb


 

PHB, page 153. Available in the SRD.

Hempen Rope (50 ft.)

Adventuring Gear Varies

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp Weight: 10 lbs


 

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 1d10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Starting Equipment

You start with the following equipment in addition to the equipment granted by your background   (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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