Rurli | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rurli

3 Level (0/2700 XP for level-up) Urchin Background Kobold Race / Species / Heritage Lawful Good Alignment
Ranger (Fey Wanderer)
Level 3
Hit Dice: 3/3
1d10+3 Class 1

STR
14
+2
DEX
20
+5
CON
16
+3
INT
11
+0
WIS
18
+4
CHA
14
+2
32
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+6 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+6 Deception CHA
+0 History INT
+8 Insight WIS
+6 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+6 Perception WIS
+8 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

=====Ranger Things=====
Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.


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, and you gain an additional benefit below when you reach 6th level and 10th level in this class.


Canny
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
(chosen skill: Insight)

You can also speak, read, and write two additional languages of your choice.


Fighting Style (Archery)
You gain a +2 bonus to attack rolls you make with ranged weapons.


Primal Awareness
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.


=====Fey Wanderer=====
Dreadful Strikes
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.


Fey Wanderer Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer Spells
Ranger Level Spells
3rd charm person
5th misty step
9th dispel magic
13th dimension door
17th mislead

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.


Otherworldly Glamour
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Chosen Skill Performance


=====Kobold Things=====
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.


Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.


Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.


Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


=====Background Thing=====
City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Features & Traits
=====Money=====
0pp 755gp 0sp 0cp

=====Important Items=====
Leather Armor
x2 Shortswords
Longbow
Light Crossbow
Heavy Crossbow
Quiver (16 arrows)
4 Crossbow Bolt Cases (77 bolts)

=====Other Items=====
Dungeoneer's pack
Small Knife
Map of the City You Grew Up In
A Pet Mouse
A Token to Remember Your Parents By
Common Clothes
Pouch
Guild Membership Card
Handy Haversack
A Frilly Rainbow Skirt
A Small Metal Bauble Portraying the Technomancer
Glowsticks
A small rod in strange, unnatural packaging. Seems to be from another place entirely.

As an action you can bend this strange object. After doing this it returns to its original shape. After doing this it releases bright light in a 5 foot area around you, dim light extending for an additional 5 feet.

When you bend the glowstick in this way, you can choose the colour it becomes from the following list: Red, Blue, Green, Yellow, Purple, Pink, Orange.
This item remains active for one minute, after which the light fades. You can use this effect once per dusk.

This item has no gold value and cannot be sold.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Hunter's Mark
Longstrider
Absorb Elements
Charm Person
Spellcasting
Common (Kobold)
Draconic (Kobold)
Sylvan (Canny)
Primordial (Canny)

Disguise Kit (Urchin)
Thieves' Tools (Urchin)

Light Armor (Ranger)
Medium Armor (Ranger)
Shields (Ranger)
Simple Weapons (Ranger)
Martial Weapons (Ranger)

Languages & Proficiencies
Template
spoiler text example

Current EVP: 3

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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.

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