I PUT DA FOOTNOTES AT DA TOP
stats: 15, 14, 13, 12, 10, 8.
CLASS: RANGEr
Still need to pick equipment and spells, but otherwise good.
Name
Age
Type
Height
Weight
Size
Alignment
Race
Class
Background
Languages
Tool Proficiency
Armor Prof
Weapons
Yips Chomp-Champ
19
Humanoid
7ft tall
280lbs
Medium
Neutral Evil
Gnoll
Ranger 6
Wayfarer
Common, Gnoll, Nurian, Druidic
Cartographer's Tools
Light and Medium armor and Shields
Simple and Martial weapons
HP
Initiative
Proficiency
Passive Perception
40
+2
+3
16
AC
Speed
Spell DC
Spell Modifier
Darkvision
16
40ft
14
+3
60ft
Str* : 16
Dex* : 14
Con : 10
d20+6
d20+5
d20+0
Int : 12
Wis : 16
Cha : 8
d20+1
d20+3
d20-1
[DEX] Acrobatics : d20+2
[STR] Athletics* : d20+6
[WIS] Animal Handling : d20+3
[INT] Arcana: d20+1
[CHA] Deception : d20-1
[INT] History : d20+1
[WIS] Insight: d20+3
[CHA] Intimidation : d20-1
[INT] Investigation : d20+1
[WIS] Medicine : d20+3
[INT] Nature* : d20+4
[WIS] Perception* : d20+6
[CHA] Performance : d20-1
[CHA] Persuasion : d20-1
[INT] Religion : d20+1
[DEX] Stealth*: d20+5
[DEX] Sleight of Hand : d20+2
[WIS] Survival**: d20+9
FIST-----------------
BITE-----------------
HANDAXE---------
Starry Wisp-------
Attack Rolls
1d20+6
1d20+6
1d20+6
1d20+6
Damage Rolls
1d6/1d8(vers)+3b
1d6+3p
1d6+3s
2d8 Radiant
Additional Info
-Grappled Targets take 1d4b damage at the start of my turns
-Can grapple and damage once per turn
-Advantage vs targets I have grappled
-Pack Tactics
-Vex on Handaxes
-Starry Wisp makes target emit dim light in 10-ft radius, can't benefit from invisible like this.
Darkvision. You have Darkvision with a range of 60 feet.
Prey Scent. You have Advantage on Wisdom (Perception) checks that rely on smell.
Bite. You can bite to make an Unarmed Strikes. When you hit, the Unarmed Strike deals 1d6 + your Strength modifier Piercing damage, instead of the Bludgeoning damage normal for an Unarmed Strike.
Sprinter. When you use the Dash Action, you move triple your speed instead of double. You can use this ability a number of times equal to your Proficiency Bonus. You regain these uses once you finish a 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. (edited)
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
Guide Background Feat: Magic Initiate (Druid) (wis)
Cantrips: Spare the Dying, Starry Wisp
Level 1 Spell: Faerie Fire
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
I PICKED HAMDAXE and quarterstaff
Handaxe Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2.
Unarmed Fighting. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn. - I PICKED THIS ONE
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
I PICKED GRAPPLER LOOK UP
You can attack twice instead of once whenever you take the Attack action on your turn.
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Spare the Dying
Starry Wisp
Hunter's Mark (3/3)
Longstrider
Ensnaring Strike
Jump
Faerie Fire (1/1)
Magic Weapon
Find Traps
Locate Animals or Plants
Gold: 70gp
Pole of Angling (common)
Eversmoking Bottle (uncommon)
Explorer's Pack
Breastplate (400gp)
2 Handaxes (ranger gear) (4lbs)
4 Handaxes (20gp, 8lbs)
Shield (10gp, 6lbs)
Dread Helm (100gp)