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Oropher

Wood Elf

AC: 14

Hit dice: 2/3 d10

Speed: 35 ft

Ranger 4

Age: 150

Strength: 10 +0 saving throw*


Athletics: +2*

Dexterity: 18 +4 saving throw*


Acrobatics: +4
Sleight of Hand: +4
Stealth: +6*

Constitution: 12 +1
Intelligence: 11 +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2*
Religion: +0

Wisdom: 16 +3
Animal Handling: +3
Insight: +5*
Medicine: +3
Perception: +5*
Survival: +5*

Charisma: 10 +0
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0

Languages:
Common
Elvish

Proficiency bonus: +2
Hp:21/21

Temp Hp:

Sylvan

Abilities:
Trance
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
w ere dim light. You cant discern colour in darkness, only shades of grey.
Advantage against being charmed and magic cant put me to sleep.
Mark of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain,
falling snow, mist, and other natural phenomena.
Wanderer
You have an excellent memory for maps and geography, and you can always recall the
general layout of terrain, settlements, and other features around you. In addition, you can find
food and fresh water for yourself and up to five other people each day, provided that the land
offers berries, small game, water, and so forth.
Favoured Enemy
Beasts, advantage on wisdom(survival) checks to track as well as intelligence to recall info
about them
Natural Explorer
Forest, int and wis checks about my terrain double proficeny bonus, when >1hr difficult
terrain doesnt slow paty, cant be lost except by magic, remain alert to danger when doing
something else, alone can move stealthily at normal pace, find 2x food when foraging, when
tracking learn exact number, sizes and how long since they passed
Archery
+2 bonus to attack rolls with ranged weapons
Primeval awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your
awareness on the region around you. For 1 minute per level of the spell slot you expend, you
can sense whether the following types of creatures are present within 1 mile of you (or within
up to 6 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals,
fey, fiends, and undead. This feature doesnt reveal the creatures location or number.
Hunter
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make
another attack with the same weapon against a different creature that is within 5 feet of the
original target and within range of your weapon.
Proficiencies:

Lute
Light and medium armour and shields

Spells:

Spell slots: lvl1: 3/3

Lvl 1 spells

Equipment:
Leather armour
2 shortswords d6 piercing light finesse
Longbow (d8piercing 150/600 heavy two handed), quiver and 20 arrows
Explorers pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, water
skin, 50ft of hempen rope)
Staff
Hunting trap
Deer pelt cloak
Travellers clothes
Small chest with necklaces
Fomoriam eye
Manticore head
100gp
2100xp

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