Season:
Forgotten Realms
Race:
Variant Human
Class:
Ranger
Background:
Outlander
Lifestyle:
Modest
Current Level:
1
Total GP:
25
Total Downtime:
0
Tag:
Forgotten Realms
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2023-03-10 01:09 Purchase Log 15 Show Purchase

Sold:
Scale mail (+25GP)


Bought:
Leather (-10GP)

2023-03-10 00:54 Character Creation 10 Show

Race: Variant Human

Creature Type: Humanoid
Point buy:
STR: 8 DEX: 15(16) CON: 14 INT: 10 WIS: 15(16) CHA: 8
Ability Score Increase: DEX +1, WIS +1


Skills
You gain proficiency in one skill of your choice.(Survival)


Feat
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
* You ignore the loading property of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.


Languages: You can speak, read, and write Common, Sylvan


Background: Far Traveler

Skill Proficiencies: Athletics, S̶u̶r̶v̶i̶v̶a̶l̶(Nature)


Tool Proficiencies: One type of musical instrument (Pan Flute)


Languages: One of your choice (Goblin)


Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp


Feat
Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Medicine, Herbalism Kit, Poisoner's Kit)


Feature:
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.


Class: Ranger

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival (Animal Handling, Perception, Stealth)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) scale mail or (b) leather armor (scale mail)
* (a) two shortswords or (b) two simple melee weapons (two shortswords)
* (a) a dungeoneer’s pack or (b) an explorer’s pack (explorer’s pack)
* A longbow and a quiver of 20 arrows


Favored Enemy: Undead
Language: Elvish
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
/
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.


Natural Explorer:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
/
While traveling for an hour or more in your favored terrain, you gain the following benefits:
/
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
/
You choose additional favored terrain types at 6th and 10th level.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-03-10 01:09 Purchase Log Show Purchase

Sold:
Scale mail (+25GP)


Bought:
Leather (-10GP)

2023-03-10 00:54 Character Creation Show

Race: Variant Human

Creature Type: Humanoid
Point buy:
STR: 8 DEX: 15(16) CON: 14 INT: 10 WIS: 15(16) CHA: 8
Ability Score Increase: DEX +1, WIS +1


Skills
You gain proficiency in one skill of your choice.(Survival)


Feat
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
* You ignore the loading property of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.


Languages: You can speak, read, and write Common, Sylvan


Background: Far Traveler

Skill Proficiencies: Athletics, S̶u̶r̶v̶i̶v̶a̶l̶(Nature)


Tool Proficiencies: One type of musical instrument (Pan Flute)


Languages: One of your choice (Goblin)


Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp


Feat
Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Medicine, Herbalism Kit, Poisoner's Kit)


Feature:
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.


Class: Ranger

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival (Animal Handling, Perception, Stealth)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) scale mail or (b) leather armor (scale mail)
* (a) two shortswords or (b) two simple melee weapons (two shortswords)
* (a) a dungeoneer’s pack or (b) an explorer’s pack (explorer’s pack)
* A longbow and a quiver of 20 arrows


Favored Enemy: Undead
Language: Elvish
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
/
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.


Natural Explorer:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
/
While traveling for an hour or more in your favored terrain, you gain the following benefits:
/
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
/
You choose additional favored terrain types at 6th and 10th level.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-03-10 01:09 Purchase Log 15 Show Purchase

Sold:
Scale mail (+25GP)


Bought:
Leather (-10GP)

2023-03-10 00:54 Character Creation 10 Show

Race: Variant Human

Creature Type: Humanoid
Point buy:
STR: 8 DEX: 15(16) CON: 14 INT: 10 WIS: 15(16) CHA: 8
Ability Score Increase: DEX +1, WIS +1


Skills
You gain proficiency in one skill of your choice.(Survival)


Feat
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
* You ignore the loading property of crossbows with which you are proficient.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.


Languages: You can speak, read, and write Common, Sylvan


Background: Far Traveler

Skill Proficiencies: Athletics, S̶u̶r̶v̶i̶v̶a̶l̶(Nature)


Tool Proficiencies: One type of musical instrument (Pan Flute)


Languages: One of your choice (Goblin)


Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp


Feat
Skilled
You gain proficiency in any combination of three skills or tools of your choice. (Medicine, Herbalism Kit, Poisoner's Kit)


Feature:
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.


Class: Ranger

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival (Animal Handling, Perception, Stealth)


Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
* (a) scale mail or (b) leather armor (scale mail)
* (a) two shortswords or (b) two simple melee weapons (two shortswords)
* (a) a dungeoneer’s pack or (b) an explorer’s pack (explorer’s pack)
* A longbow and a quiver of 20 arrows


Favored Enemy: Undead
Language: Elvish
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
/
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.


Natural Explorer:
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
/
While traveling for an hour or more in your favored terrain, you gain the following benefits:
/
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
/
You choose additional favored terrain types at 6th and 10th level.