Tabaxi traveler
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Description
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D&D 5e Character Sheet — “Sable of the Lantern Roads”
Name: Sable of the Lantern Roads
Race: Tabaxi
Class & Level: Ranger 5 (Gloom Stalker)
Background: Archaeologist (or Outlander if you prefer core-only)
Alignment: Neutral Good
Size/Speed: Medium, 30 ft
Proficiency Bonus: +3
Ability Scores
- STR 10 (+0)
- DEX 19 (+4) (ASI at lvl 4: +2 DEX)
- CON 14 (+2)
- INT 12 (+1)
- WIS 14 (+2)
- CHA 11 (+0)
Combat Stats
- AC: 16 (studded leather 12 + DEX 4)
- HP: 44 (d10 class; CON +2)
- Initiative: +4
- Saving Throws: STR +3, DEX +7
- Passive Perception: 15 (if proficient in Perception)
Skills (suggested)
Pick what fits your table, but this set matches the “scout explorer” vibe:
- Perception +5
- Stealth +7
- Survival +5
- Investigation +4
- Athletics +3
- Insight +5
Senses & Languages
- Darkvision 60 ft
- Languages: Common, one of choice (Elvish, Draconic, or Undercommon fit well)
Attacks
Longbow — +7 to hit, 1d8+4 piercing, range 150/600
Shortsword/Scimitar — +7 to hit, 1d6+4 slashing/piercing
Tabaxi Claws — +7 to hit, 1d4+4 slashing (unarmed strike option)
Extra Attack: You attack twice when you take the Attack action.
Class Features (key)
Ranger Core (5)
- Favored Enemy / Favored Foe (choose ruleset your table uses)
- Natural Explorer / Deft Explorer (choose ruleset)
- Fighting Style: Archery (+2 to hit with ranged weapons)
- Spellcasting: Ranger spells (see below)
Gloom Stalker (3+)
- Dread Ambusher: +WIS to initiative; on first turn, +10 ft speed and one extra attack that deals +1d8 damage if it hits.
- Umbral Sight: Darkvision boost + you’re invisible to creatures relying on darkvision while you’re in darkness.
Tabaxi Traits
- Feline Agility: Double your speed for a turn (then you need to not move for a turn to recharge).
- Cat’s Claws: Climb speed 20 ft (if your table uses that version) / claws as natural weapons.
Spells (Ranger 5)
Spell Save DC: 13
Spell Attack: +5
Slots: 4×1st, 2×2nd
Always Known (Gloom Stalker):
- Disguise Self (1st)
- Rope Trick (2nd)
Known Spells (choose 4; strong stealth-explorer kit):
- Hunter’s Mark (1st) – single-target damage + tracking
- Absorb Elements (1st) – defense vs elemental hits
- Goodberry (1st) – efficient healing/food
- Pass without Trace (2nd) – team stealth multiplier
Equipment (fits the mini)
- Studded leather armor, longbow + arrows
- Shortsword/scimitar
- Explorer’s pack
- Rope, pitons, hooded lantern
- Map case, charcoal/chalk, small relics or coins from digs
- Trinket: a gold neck-ring that marks membership in an old expedition—or a debt owed.
Personality (ready-to-play)
Traits: Quietly observant; collects small “proofs” of history (coins, beads, carvings).
Ideal: Truth endures. The past matters—because it explains what’s hunting us now.
Bond: A lost teammate (or mentor) vanished in a ruin; Sable follows the same trail.
Flaw: Can’t resist opening sealed doors or “one more room” in a forgotten place.
Backstory:
Sable of the Lantern Roads was born under a city’s overhanging roofs, where moonlight only reached the streets in thin silver strips—and she learned early to move in those strips like they were made for her. She made coin as a courier, then a guide, then the sort of “finder” people hired when they wanted something recovered quietly and returned intact.
Her turning point came on an expedition into a sealed ruin: the rest of the crew fled when the shadows started moving, but Sable stayed long enough to drag her mentor out… and failed. She escaped with only a satchel of notes, a single gold neck-ring taken as proof, and the certainty that whatever lived in that dark wasn’t finished with them.
Now she travels from frontier towns to forgotten roads, selling her skills as a scout and relic-hunter while following the same faint trail of symbols that marked the ruin—always one step ahead of the hunters she can’t quite see, and one step closer to the place her mentor vanished.
License
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