Class & Level: Ranger 1
Alignment: Neutral Good
Strength: 16 (+3)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 11 (+0)
Hit Points: 13
Hit Dice: 1d10
Speed: 25 ft.
Passive Perception: 15
Saves (prof): Str +6, Dex +5
Proficiency Bonus: +2
Hand axes (2): +5 Atk, 1d6 +3 damage
Shortbow: +4 Atk, 1d6 +2 damage
Chain Shirt: AC 13 +2 Dex mod
Money: 10 gp
Explorer’s Pack: includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope
Other Items: Walking staff, animal trap, traveler’s clothes, quiver (20 arrows)
Trinkets: Skull dice, beast talon on a necklace
Other Proficiencies and Languages
Armor: Light and medium armor, shields
Weapons: Simple and martial
Languages: Common, Dwarven, Halfling
Halfling Racial Traits
Ability Score Increases: Dex increases by 2, Con by 1
Lucky: When you roll a 1 on a d20, re-roll the die once per encounter or day and use the result of the second roll.
Brave: Adv on fear rolls
Nimble: Move through a space with Medium or taller creature
Stout Resilience: Adv on saving throws vs. poison and resistance to poison damage
Favored enemy: Monstrosities
+2 to damage rolls; adv on Wisdom (Survival) checks to track monstrosities, as well as on Intelligence checks to recall information about them.
Natural Explorer Benefits
Individual: Ignore difficult terrain; adv on init rolls; adv on attack rolls against creatures that haven’t acted yet on your first turn; and you can move stealthily at a normal pace if you are traveling alone.
Group: Difficult terrain doesn’t slow your group’s travel; your group can only become lost by magic; your group is always alert to danger; you find twice as much food foraging as you normally would; and while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of gaming set (dice)
Languages: One of your choice
Equipment: A staff, a hunting trap, a trophy from an animal that you killed, a set of traveler’s clothes, and a pouch containing 10 gp
Feature (Wanderer): Always recall the general layout of terrain, settlements, and other features around you. Find food and fresh water for yourself and up to five other people per day in land that has both available.
Personality Trait: Slow to trust but a loyal ally and quick to cheer when opening up
Ideal: Determination. Will not let another settlement fall again as my hometown fell.
Bond: The Boffins have strongly identified with dwarven culture. Worship the god Ulaa.
Flaw: I can’t get a good read on humanoids anymore—I’ve been alone too long.
The youngest child of two stout halflings, a city guard and an herbalist, Roscoe Boffin grew up safe and contented in the Cambrian town of Mossdale. He spent much of his childhood romping through the Mossdeep woods with his best friend, the elven Leon Silversun. All of that changed on his 16th birthday when gnoll bandits attacked his hometown and slaughtered nearly all of its residents. Believing his family and Leon to be among the dead, Roscoe fled into the outskirts and met an old family friend, a dwarven scout named Aegdoth. For the next year, Aegdoth trained the young halfling to be a monster hunter, a trade which he grew to excel at over thirteen years. Now aged thirty, Roscoe can fight and find his way through dense forests and dark caves alike.
Roscoe is mostly taciturn and ill-at-ease around other humanoids since he has spent so many years alone in the wilderness. His interactions have extended to either taking jobs or trading for supplies. He’ll say, if pressed, that he wishes to emulate the dwarven culture with which his family so strongly identified, but he really doesn’t wish to get close to anyone if he fails to save them from gnolls or beasts. But he is a loyal friend and protector of settlements, and he can laugh with good company, especially Leon, as if he were a child again.