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Jasper Treydo

3 Level (0/2700 XP for level-up) Charlatan Background Ghostwise Halfling Race / Species / Heritage A Certified Mess Alignment
Ranger
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
8
-1
DEX
17
+3
CON
13
+1
INT
8
-1
WIS
16
+3
CHA
12
+1
26
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
25 feet
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+3 Constitution
-1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+5 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
+3 Deception CHA
-1 History INT
+7 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +7 DEX 1d8+3 Piercing
 Range 150/600
Rapier +5 DEX 1d8+3 Piercing
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Entangle +5 Action 90ft. Point Within Range 1 Min (Concentration) V,S
 Notes:Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Hunter's Mark +5 Bonus Action 90ft. 1 Hour (Concentration) V
 Notes:You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Snare +5 1 Minute Touch Until Spell is Dispelled or Triggered V,S,M
 Notes:While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends. (Consumes 30 feet of Rope)

Curse- Sympathetic Touch


Whenever you touch a creature that is hurt (sick, wounded, or in emotional distress,) you will make a Medicine check with advantage as your curse is triggered, forcing you to feel their pain as if it were your own, unless you are able to mentally block it out. If the check fails, you were able to resist and gain no new information. However, if you succeed, you will take a number of points of Psychic damage equal to your level, ignoring any resistance you may have. If you beat the DC by more than 6 points, the damage is doubled. Once you take this damage, you will be able to determine the physical source of their pain (ex. heartbreak, anger, a cut in the leg, fluid in the lungs) and potentially insight into what caused it (the death of a loved one, betrayal by a trusted friend, a knife, a bacterial infection).



Ranger


-Deft Explorer-



Ist-level ranger feature, which replaces the Natural Explorer feature. 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 (Ist LEVEL) Choose one of your skill proficiencies (Insight). Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice (Sylvan and Elvish)


-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. 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.


-Fighting Style-


Archery- +2 bonus to attack rolls made 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.


3rd Level- Speak With Animals


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.


-RANGER ARCHETYPE- BEAST MASTER


PRIMAL COMPANION


3rd-level Beast Master feature, which replaces the Ranger's Companion feature


You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands.


Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.


You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.


If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.


When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.




Features & Traits


Studded Leather Armor


Longbow


Rapier


Disguise Kit


Forgery Kit


Explorer's Kit- Backpack, Bedroll, Tinderbox, Mess Kit, Waterskin


Torches- 10


50 Feet of Rope


Rations- 10




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 155, Platinum: 0 Money


Languages- Common, Halfling, Elvish, Sylvan


Disguise Kit and Forgery Kit


Armor- Light Medium + Shields


Weapons- Simple + Martial




Languages & Proficiencies


Outwardly warm and amiable


Sheepish


Self Depricating





Personality Traits


Aspires to the Oath of Redemption but is drawn back and forth between it


"Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.


Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.


Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.


Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just."



In her heart Jasper believes-


Some people are born good or evil and she was born evil and cannot be redeemed. She views herself as the exception to her radically compassionate tenets.


Still greatly values her independence (secretly fears the confinement and rules of the church)


All of life can be reduced to mutual acts of performativity





Ideals

[INSERT RANGER PALADIN ORDER HERE]-


Gavol Benate, First Hunter-


An Eladrin Ranger, captain of the ranger enclave assigned with the task of preserving the woods surrounding the abbey Jasper has secluded and dedicated herself to. He acts as her primary mentor and although she opted for a wayward emissary position so she could avoid failing to successfully take the oath of redemption, he still loves her and sees the pain she lives with (Although he isn't exactly sure what it is she feels so guilty for).


Sister Uhlmie-


A halfling paladin/ cleric. Long time devotee to the cause and one of the higher ranking members of the abbey's defenses. Jasper has developed quite a crush on her but she is unfortunately married.



Sister Yarua-



Initiate Irven-


Human M, Another ranger and paladin hopeful that Jasper sees as a rival. She wishes she didn't but she can't help it. Steers clear of him so she doesn't do anything fucked up.



Family


Pina Loswin- Jasper's real mother. Presumably has no clue where Jasper is


Naorvin Loswin- Jasper's real father.







Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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