Sidewinder's Character Sheet
Name Here, Call sign:"Sidewinder" - Level 6 Ranger, alignment
Background: Spy (Criminal)
Traits
- I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
- I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
Ideals
- Charity. I steal from the wealthy so that I can help people in need. (adjust this to fit teachings, more poetic justice/retribution vibes)
Bonds
- I'm trying to pay off the debt I owe to a generous benefactor (stand sponsor, current assumption Steros)
- My ill-gotten gains go to support my family (Naga-kin)
- <fellow kids in the barracks/dave's character>
Flaws
- If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Attributes
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Secondary Attributes
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Skills
Proficiencies
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Languages
Class and Background Abilities
Proficiencies chosen: Persuasion, Intimidation, Disguise Kit
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.
Choose one of your skill proficiencies. 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.
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
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.
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.
You also possess a preternatural blessing from a fey ally or a place of fey power: Your skin and hair change color to match the season at each dawn.
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.
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. 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.
Race Abilities
You have advantage on saving throws against spells.
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). |
Spellcasting
Slots: 4 1st lvl, 2 2nd lvl
Cantrip
- Poison spray
Level 1
- Animal Friendship (Snakes) unlimited casting
- Speak with Animals (once free per day)
- Charm Person
- Hunter's Mark
- Longstrider
Level 2
- Suggestion (once free per day)
- Beast Sense (once free per day)
- Misty Step
- Enhance Ability
- Pass without Trace