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Elf Ranger 7 Character Name Actions

“Once I choose my prey, I never Attack. You can attack twice when you
lose the trail or miss my mark. Medium humanoid (wood elf), chaotic
take this action, using the following:
The hunt is all.” good
Shortsword. Melee Weapon Attack:
The last remaining member of +7 to hit, reach 5 ft., one target.
Armor Class 16
your tribe, you are the epitome Hit: 1d6 + 4 piercing damage.
Hit Points 53 (Hit Dice 7d10)
of the rugged individualist. You know Longbow. Ranged Weapon Attack:
better than to ascribe qualities such as Speed 35 ft.
+9 to hit, range 150/600 ft., one
mercy or bounty to the forests of your target. Hit: 1d8 + 4 piercing damage.
STR DEX CON
youth. There are a thousand ways to die Primeval Awareness. Ranger feature.
12 (+1) 18 (+4) 13 (+1)
in the wilderness, and you have survived
through muscle, wits, and will. INT WIS CHA Options
10 (0) 16 (+3) 8 (-1) Fey Ancestry. Wood Elf trait.
Background (Outlander)
Proficiencies (+3 proficiency bonus) Favored Enemy. Ranger feature.
You grew up in the wilds, far from
Saving Throws Str +4, Dex +7;
civilization and the comforts of town and Natural Explorer. Ranger feature.
technology. The wilds are in your blood. advantage on saves against
Even in places where you don’t know the being charmed. Colossus Slayer. Hunter feature.
specific features of the terrain, you know Skills Athletics +4, Insight +6, Nature Escape the Horde. Hunter feature.
the way of the wild. +3, Perception +6, Stealth +7,
Wanderer. You have an excellent Survival +6 Spellcasting. Ranger feature.
memory for maps and geography, and you Armor Light, medium. Spell Save DC: 14
can always recall the general layout of Weapons Simple weapons, martial Spell Attack Modifier: +6
terrain, settlements, and other features weapons. Spell Slots: 1st-level (4), 2nd-level (3)
around you. In addition, you can find food Tools Flute.
and fresh water for yourself and up to five Senses Darkvision, Passive
other people each day, provided that the Perception 16
land offers berries, small game, water, Languages Common, Draconic, Elvish,
and so forth. Giant, Orc
Faction. You are a member of the
Emerald Enclave, a group dedicated to • While tracking other creatures, you
maintaining the delicate balance between Ranger Features also learn their exact number, their
nature and civilization. Favored Enemy. You have significant sizes, and how long ago they passed
Personality Trait. I once ran twenty- experience studying, tracking, hunting, through the area.
five miles without stopping to warn my and even talking to dragons and Fighting Style: Archery. You gain a
clan of an approaching orc horde. I’d do it giants. You have advantage on Wisdom +2 bonus to attack rolls you make with
again if I had to. (Survival) checks to track dragons or ranged weapons. (This is factored into
Ideal. Life is like the seasons, giants, as well as on Intelligence checks the stat block.)
in constant change, and we must to recall information about them. Spellcasting. You have the ability to cast
change with it. Natural Explorer. You are particularly spells. Wisdom is your spellcasting ability
Bond. I am the last of my tribe, and at home in forest or Underdark terrain. for your ranger spells. You use your
it is up to me to ensure their names When you make an Intelligence or Wisdom whenever a spell refers to your
enter legend. Wisdom check related to forest or spellcasting ability.
Flaw. There’s no room for caution in a Underdark terrain, your proficiency To cast a spell, you must expend a slot
life lived to the fullest. bonus is doubled if you are using a skill of the spell’s level or higher. You regain
that you’re proficient in. all expended spell slots when you finish
Wood Elf Traits While traveling for an hour or more in a long rest.
forest or Underdark terrain, you gain the Spell Save DC: 14
Fey Ancestry. You have advantage on
following benefits: Spell Attack Modifier: +6
saving throws against being charmed,
• Difficult terrain doesn’t slow your Spell Slots: 1st-level (4), 2nd-level (3)
and magic can’t put you to sleep.
group’s speed. Primeval Awareness. You can use your
Darkvision. You can see in dim light
• Your group can’t become lost except by action and expend one ranger spell slot
within 60 feet of you as if it were bright
magical means. to focus your awareness on the region
light, and in darkness as if it were dim
• Even when you are engaged in another around you. For 1 minute per level of
light. You can’t discern color in darkness,
activity while traveling, you remain the spell slot you expend, you can sense
only shades of gray.
alert to danger. whether the following types of creatures
Mask of the Wild. You can attempt
• If you are traveling alone, you can move are present within 1 mile of you (or
to hide even when you are only lightly
stealthily at a normal pace. within 6 miles of you if you are in forest
obscured by foliage, heavy rain, falling
• When you forage, you find twice as terrain): aberrations, celestials, dragons,
snow, mist, and other natural phenomena.
much food as you normally would. elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’
location or number.

Ranger Archetype: Hunter


Colossus Slayer. When you hit a creature
with a weapon attack, the creature takes
an extra 1d8 damage if it’s below its hit
point maximum. You can deal this extra
damage only once per turn.
Escape the Horde. Opportunity attacks
against you are made with disadvantage.

Spells Known
1st-level spells: goodberry, hunter’s
mark, longstrider
2nd-level spells: lesser restoration, pass
without trace

Equipment
Studded leather, silvered shortsword,
longbow (with 60 arrows and 30 silvered
arrows), explorer’s kit, hunting trap,
flute, potion of healing (2), mastiff,
money (150 gp)

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