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Night Elf Mohawk

The document provides details about a Night Elf Ranger character named Mohawk, including abilities, skills, equipment, and backstory. It lists the character's ability scores, proficiencies, armor, weapons, and special abilities like favored enemies against aberrations and the ability to create an animal companion at 3rd level.

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John Roberts
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0% found this document useful (0 votes)
58 views

Night Elf Mohawk

The document provides details about a Night Elf Ranger character named Mohawk, including abilities, skills, equipment, and backstory. It lists the character's ability scores, proficiencies, armor, weapons, and special abilities like favored enemies against aberrations and the ability to create an animal companion at 3rd level.

Uploaded by

John Roberts
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Mohawk

Player: Mr. T
Male Night Elf Ranger (sept 2016) 8 - CR 5
Chaotic Good Humanoid; Deity: Torm; Background:
Soldier; Age: 165; Height: 5' 11" ; Weight: 155lb.; Eyes:
Gold; Hair: Black; Skin: Blue
Ability Score Modifier Saving Throw

STR 20 +5 +8
STRENGTH

DEX 14 +2 +5
DEXTERITY

CON 18 +4 +4
CONSTITUTION

INT 10 0 +0
INTELLIGENCE

WIS 13 +1 +1
WISDOM

CHA 12 +1 +1 Skill Name Total Ability Prof Temp


CHARISMA
Acrobatics +2 DEX (2) -
Animal Handling +4 WIS (1) +3
AC 17 Initiative +2 Speed 35 ft
Arcana +0 INT (0) -
Proficiency +3 Inspiration
Athletics +8 STR (5) +3
HP 84 HD 8d10 Death Saves Deception +1 CHA (1) -
Damage / Current HP HD Used Success/Fail
History +0 INT (0) -
Insight +1 WIS (1) -
Intimidation +4 CHA (1) +3
Number of Attacks 1
Investigation +0 INT (0) -
Medicine +1 WIS (1) -
+2 Glaive Nature +3 INT (0) +3
Both hands: +10, 1d10+7 Heavy, Reach, Perception +4 WIS (1) +3
Two-Handed Performance +1 CHA (1) -
slashing
Persuasion +1 CHA (1) -
Unarmed strike
Religion +0 INT (0) -
Main hand: +8, 6 bludgeoning Sleight of Hand +2 DEX (2) -
Stealth +2 DEX (2) -
Breastplate Survival +4 WIS (1) +3
+4 Passive Perception: 14
Feats
Grappler
Advantage to attack creature you're grappling. Action to attempt to pin them.
Mounted Combatant
You have advantage on melee attack rolls against any unmounted creature
that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity
saving throw
Other to take only half damage, it instead takes no damage if it
Proficiencies:
succeeds on the saving throw, and only half damage if it fails.
Tools: Land vehicles (+3); Playing card set (+3)
Weapons: Martial weapons; Simple weapons; Longbow;
Longsword; Shortbow; Shortsword
Armor: Light armor; Medium armor; Shields

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2017, Wizards of the Coast, Inc.
Gear Experience & Wealth
Total Weight Carried: 26 lbs, Experience Points: 34000/48000
(Maximum: 300 lbs) Current Cash: You have no money!
+2 Glaive 6 lbs Role Playing
Breastplate 20 lbs
Personality Trait: There are some who do not believe
Special Abilities in the legendary Night Elf Mohawks. I pity the fools!
Aberrations Personality Trait: I believe in the Golden Rule. The
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater
favored enemy:
man with the gold...rules!
Ideal: I don't worry. I don't doubt. I'm daring. I'm a rebel.
aberrations, celestials, constructs, dragons, elementals, fiends, or giants.
Animal Companion Bond: I will always be there when a child needs me.
At
You 3rd level,
gain youbenefits
all the learn to against
use yourthis magic
chosen to create
enemy a that
poweful
you bond
normallywithgain
a creature
against
of
your thefavored
naturalenemy,
bond. including an additional language.Your bonus to damage rolls Flaw: I ain't flying. Shut up, fool!
With 8 hour of work and the expenditure of 50gp of rare herbs and fine food, you
against all your favored enemies increases to +4.
call forth an animal from the wilderness to serve as your faithful companion. You
: Cavalry - Cavalry
Beast's
normally Defense
select anandape
Additionally,
At 7th bear, youyour
level, while have
your
companion
advantage
companion
from
oncan
amongthrows
saving the following
against animals:
the spells ,a
abilities
black a boar , a giant badger , asee
giantyou, it has
weasel, advantage on all
a mule, a panther, saving
or a
used
throws. by a greaterfavored enemy.
wolf. However, your DM might pick one of these animals for you, based on the Spell Slots
Companion's
surrounding terrain bondand on what types of creatures would logically be present in
the
Youarea.animal companion gains a variety of benefits while it's linked to you. 2nd level
At
The the end ofcompanion
animal the 8 hours, yourit'sanimal
loses companion
multiattack action,appears
if it has and
one.gains all of the
benefits
The companion of your Companion's
obeys your commands bond ability. as You
best can
as ithave
can. only one
It rolls foranimal
initiative like
companion
any other creature,at a time. but you determine its actions, decisions, attitudes, and so on.
1st level
Coordinated
If your animal Attack
companion is ever slain,
If you are incapacitaded or absent, it acts on its own. the magical bond you share allows you to
Beginning
magically
When using atthe
5thnatural
returns level, you
it to life. and 8your
With
explorer houranimal
feature, youcompanion
of work andyour
and form acompanion
the expenditure
animal moreofpotent
25gpcan fighting
of rare
both
team.
herbs When
and fine
move stealthily you atuse
food, the call
you
a normal Attack action
forth
pace. your on your turn, ifspirit
companion's yourand companion
use yourcan seeto
magic Spells & Powers
you,
create it can
a new use its
body reaction
for it. Youto make
can a
returnmeleean attack.
animal
Your animal companion has abilities and game statistics determined in part by companion to life in this
manner
Darkvision even if you do not possess any part of its body. Ranger (Sept 2016) spells known (CL 4th)
this(60 feet)
your level:
If
• Ityou useyour ability to return a former animal companion to life while you have a
Many uses
current creatures
animal
proficiency
in fantasybonus
companion, gaming
your
in place
worlds,
current
of especially
its own.
companion those youthat and
dwellis underground, Spell Save DC 12 Spell Attack +4
• It adds your proficiency to its AC and damage rolls.leaves replaced by
have
the darkvision.
restored
• It becomes
darkness
Within
companion.
as ifproficient
the darkness
a specified
in twowere
range,
skillsdim
of your
a creature
light,choice.
with darkvision can see in
so areas of darkness are only lightly
2nd—beast sense , silence R
• It also becomes
obscured as far asproficient
that creature in all is
saving throws.However, the creature can't discern
concerned. 1st—absorb elements , animal friendship , longstrider
Favored
• For each
color Enemy
ranger level
in darkness, you have
only shades of over
gray.third, it gains an additional hit dice,
Beginning
increasing at its1st level, you
hit points have significant experience studying, tracking, hunting,
accordingly.
and
• When even youtalking
gain to anaability
certain typeimprovement,
score of enemy commonly encountered
the companion gainsinone theaswilds.
well. Other Spells & Powers
Fey
Choose a type of favored enemy: Feats, Bonus Spells:
Beginning
beasts, fey,athumanoids,
1st level, you have significant
monstrosities, experience studying, tracking, hunting,
or undead. Proficiencies Spells:
and even talking to a certain type of enemy commonly encountered in the wilds.
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the
Choose a type of favored enemy: beasts, fey, humanoid, monstrosities, or
Fey Ancestry
chosen
undead.
type. Additionally, you have advantage on Wisdom (Survival) checks to
You gain a +2 bonus to damage rolls with weapon attacks against
track
You your advantage
have favored enemies,
on savingas well as against
throws on Intelligence checks to recall information
creatures
about of the choosen type. Additionaly, youbeing
have charmed,
advantageand on magic
Wisdom can't
put youthem.
(Survival)to checks
sleep. to track your favored enemies, as well as on Intelligence checks
Fleet
to
When of
recall
you Foot
information about them.
gain this feature, you also learn one language of your choice, typically
Beginning
one spokenatby 8thyour
level, you can
favored use the
enemy Dash action
or creatures as a bonus
associated withaction.
it. However, you
When
are free to pick any languageyou
you gain this feature, youalso learn
wish one language of your choice, typically
to learn.
Greater
one that isFavored
spoken by your Enemy favored enemy or creatures associated with it.
At 6th level,
However, youyou
areare ready
free to hunt
to pick even deadlier
any language game.
you wish toChoose
learn. a type of greater
favored enemy:

aberrations, celestials, constructs, dragons, elementals, fiends, or giants.


Mask of the Wild
You
You can
gainattempt to hide even
all the benefits when
against thisyou are only
chosen lightly
enemy thatobscured by foliage,
you normally gain against
heavy rain, falling
your favored enemy, snow, mist, and
including other natural
an additional phenomena.bonus to damage rolls
language.Your
Military Rank
against all your favored enemies increases to +4.
You have a military rank from your career as a soldier, those soldiers loyal to your
Additionally,
former service youstillhave advantage
regard you as anon authority,
saving throws against
and treat youthe
as spells
if they and abilities
are of
used
lower by a greater
rank. You can favored enemy.
use this rank to have influence over other soldiers so that
you can get some simple equipment or a mount for temporary use. You can also
Natural
get accessExplorer
to friendly military encampments and forts where you are recognized.
You are a master of the natural world, and you react with swift and decisive action
when attacked. This grants you the following benefits:

• You ignore difficult terrain.


Primeval
• You have Awareness
advantage on initiative rolls.
Beginning at 3rd
• On your first level,
turn your
during mastery
combat, of have
you ranger lore allows
advantage on you to establish
attack a
rolls against
powerful
creatureslink
thattohave
beasts
notand
yet to the land around you.
acted.
You have an innate ability to communicate with beasts, and they recognize you
Trance
In addition, you are skilled at navigating the wilderness. You gain the following
as a kindred spirit. Through sounds and gestures, you can communicate simple
benefits
Elves to when
don't traveling
need to an forInstead,
sleep. an hour they
or more:
meditate deeply,
ideas a beast as action, and can read its basic moodremaining
and intent.semiconscious,
You learn
for
its 4 hours a state,
emotional day. (The Common
whether it is word forby
affected such meditation
magic is "trance.")
of any sort, While
its short-term
•meditating,
Difficult terrain
you doesn't
can dream slow your
after and group's
a fashion; travel.
such
needs
Your (such
•exercises group as
can food
becomeor safety),
lost except actions
for you dreams
magical can takeare
means. (if actually
any) to mental
persuade it
to that have become reflexive through years of practice. After resting in
not attack.
•this
Even when
way, you you
gainaretheengaged in another
same benefit that aactivity
humanwhiledoes traveling
from 8 hours(suckofas foraging,
sleep.
You cannot use this ability against
Languages
navigating or tracking), you remaing alert to danger.
a creature that you have attacked within the
• If you are traveling alone, you can move stealthily at a normal pace.
past
• When 10 you Common
minutes.
forage, you find twice as much food as you normally Elvish would.
• While tracking other creatures, you also learn their exact number, their sizes, and
Additionally,
how long ago Dwarvish
you
they can attunethrough
passed your senses to determine if any
the area. Sylvan
of your favored
enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if
you were concentrating Hero on a Labspell),
and you can sense
the Hero whether
Lab logo any of your
are Registered favoredof LWD Technology, Inc. Free download at http://www.wolflair.com
Trademarks
enemies are present within 5 miles of you. This feature System reveals
Reference which of your5.1 Copyright 2017, Wizards of the Coast, Inc.
Document
favored enemies are present, their numbers, and the creatures’ general direction
and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this
information for each group.? ?
Companions Background
Mighty Frostsaber In 1372 DR, Mohawk was sent to prison by a military
Male Frostsaber court for a crime he didn't commit. Mohawk promptly
Medium beast, unaligned escaped from a maximum security stockade to the
————— Faerunian wilderness.
Armor Class 15
Hit Points 41 (3d8) Today he survives as a soldier of fortune. If you have a
Speed 50 ft., climb 40 ft. problem, if no one else can help, and if you can find
————— him....maybe you can hire the Night Elf Mohawk.
STR 14 (+2), DEX 15 (+2), CON 10 (+0), INT 3 (-4), WIS
14 (+2), CHA 7 (-2)
—————
Saving Throws Str +5, Dex +5, Con +3, Int -1, Wis +5,
Cha +1
Skills Acrobatics +5, Athletics +5, Perception +5, Stealth
+7
Senses passive Perception 15
Languages —
—————
Beast's Defense. At 7th level, while your companion can
see you, it has advantage on all saving throws.
Companion Bond. Your animal companion gains a variety
of benefits while it's linked to you.
The animal companion loses it's multiattack action, if it
has one.
The companion obeys your commands as best as it can. It
rolls for initiative like any other creature, but you
determine its actions, decisions, attitudes, and so on. If
you are incapacitaded or absent, it acts on its own.
When using the natural explorer feature, you and your
animal companion can both move stealthily at a normal
pace.
Your animal companion has abilities and game statistics
determined in part by your level:
• It uses your proficiency bonus in place of its own.
• It adds your proficiency to its AC and damage rolls.
• It becomes proficient in two skills of your choice.
• It also becomes proficient in all saving throws.
• For each ranger level you have over third, it gains an
additional hit dice, increasing its hit points accordingly.
• When you gain an ability score improvement, the
companion gains one as well.
Keen Smell. The frostsaber has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the frostsaber moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 12
Strength saving throw or be knocked prone. If the target is
prone, the frostsaber can make one bite attack against it as
a bonus action.
Actions
—————
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.
Hit: 1d6+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.
Hit: 1d4+5 slashing damage.
Coordinated Attack. Beginning at 5th level, you and your
animal companion form a more potent fighting team.
When you use the Attack action on your turn, if your
companion can see you, it can use its reaction to make a
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System Reference Document 5.1 Copyright 2017, Wizards of the Coast, Inc.
Mighty Frostsaber
Male Frostsaber - CR 4
Unaligned Beast; Hair: White
Ability Score Modifier Saving Throw

STR 14 +2 +5
STRENGTH

DEX 15 +2 +5
DEXTERITY

CON 10 0 +3
CONSTITUTION

INT 3 -4 -1
INTELLIGENCE

WIS 14 +2 +5
WISDOM

CHA 7 -2 +1
CHARISMA

AC 15 Initiative +2 Speed 50 ft
Proficiency +3 Inspiration
HP 41 HD 3d8 Death Saves
Damage / Current HP HD Used Success/Fail Skill Name Total Ability Prof Temp
Acrobatics +5 DEX (2) +3
Animal Handling +2 WIS (2) -
Arcana -4 INT (-4) -
Number of Attacks 1 Athletics +5 STR (2) +3
Deception -2 CHA (-2) -
Bite (Frostsaber)
History -4 INT (-4) -
Main hand: +5, 1d6+5 piercing Insight +2 WIS (2) -
Claw (Frostsaber) Intimidation -2 CHA (-2) -
Investigation -4 INT (-4) -
Main hand: +5, 1d4+5 slashing
Medicine +2 WIS (2) -
Nature -4 INT (-4) -
Perception +5 WIS (2) +3
Performance -2 CHA (-2) -
Persuasion -2 CHA (-2) -
Religion -4 INT (-4) -
Sleight of Hand +2 DEX (2) -
Stealth +7 DEX (2) +3
Survival +2 WIS (2) -
Passive Perception: 15
Other Proficiencies:

Special Abilities
Beast's Defense
At 7th level, while your companion can see you, it has advantage on all
saving throws.
Climbing (40 ft.)
A monster that has a climbing speed can use all or part of its movement to
move on vertical surfaces.

The monster doesn't need to spend extra movement to climb.

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System Reference Document 5.1 Copyright 2017, Wizards of the Coast, Inc.
Special Abilities Experience & Wealth
Companion Bond Current Cash: You have no money!
You animal companion gains a variety of benefits while it's linked to you.
The animal companion loses it's multiattack action, if it has one.
The companion obeys your commands as best as it can. It rolls for initiative like Role Playing
any other creature, but you determine its actions, decisions, attitudes, and so on.
Coordinated
If you are incapacitaded Attackor(Action)
absent, it acts on its own.
Beginning
When using atthe
5thnatural
level, you and your
explorer animal
feature, youcompanion form acompanion
and your animal more potentcan
fighting
both
team.
move stealthily at a normal pace.action on your turn, if your companion can see
When you use the Attack
you, it can use its reaction to make a melee attack.
Your animal companion has abilities and game statistics determined in part by
Keen
your level: Smell
•TheIt uses your proficiency
frostsaber has advantage bonuson in Wisdom
place of (Perception)
its own. checks that rely on smell.
• It adds your proficiency to its AC and damage rolls.
Pounce
• It becomes (DC 13) in two skills of your choice.
proficient
If
• Itthe frostsaber
also becomesmoves at least
proficient in all20saving
feet straight
throws.toward a creature and then hits it with
a claweach
• For attack on the
ranger same
level youturn,
havethat target
over third,must succeed
it gains on a DChit
an additional 12dice,
Strength
saving
increasing throwits or
hitbe knocked
points prone. If the target is prone, the frostsaber can make
accordingly.
one
• When biteyou
attack
gain against it asscore
an ability a bonus action.
improvement, the companion gains one as well.
Other Spells & Powers
Feats, Bonus Spells:
Proficiencies Spells:

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