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Elf Ranger 1 Character Name Weapons Simple weapons, martial

weapons.
“Once I choose my prey, I never
Medium humanoid (wood elf), chaotic Tools Flute.
lose the trail or miss my mark.
The hunt is all.” good Senses Darkvision, Passive
Perception 15
The last remaining member of
Armor Class 15 Languages Common, Elvish,
your tribe, you are the epitome
Hit Points 11 (Hit Dice 1d10) Draconic, Orc.
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft.
Actions
mercy or bounty to the forests of your
STR DEX CON Attack. You can attack when you take
youth. There are a thousand ways to die
12 (+1) 16 (+3) 13 (+1) this action, using the following:
in the wilderness, and you have survived
through muscle, wits, and will. INT WIS CHA Shortsword. Melee Weapon Attack:
10 (0) 16 (+3) 8 (-1) +5 to hit, reach 5 ft., one target.
Background (Outlander) Hit: 1d6 + 3 piercing damage.
Longbow. Ranged Weapon Attack:
Proficiencies (+2 proficiency bonus)
You grew up in the wilds, far from +5 to hit, range 150/600 ft., one
Saving Throws Str +3, Dex +5;
civilization and the comforts of town and target. Hit: 1d8 + 3 piercing damage.
technology. The wilds are in your blood. advantage on saves against
Even in places where you don’t know the being charmed.
Skills Athletics +3, Insight +5, Nature
Options
specific features of the terrain, you know
the way of the wild. +2, Perception +5, Stealth +5, Fey Ancestry. Wood Elf trait
Wanderer. You have an excellent Survival +5 Favored Enemy. Ranger feature.
memory for maps and geography, and you Armor Light, medium.
can always recall the general layout of Natural Explorer. Ranger feature.
terrain, settlements, and other features
around you. In addition, you can find food Ranger Features Equipment
and fresh water for yourself and up to five
other people each day, provided that the Favored Enemy. You have significant Studded leather, shortsword, longbow
land offers berries, small game, water, experience studying, tracking, hunting, (with 60 arrows), explorer’s kit, hunting
and so forth. and even talking to dragons. You trap, flute, money (25 gp)
Faction. You are a member of the have advantage on Wisdom (Survival)
Emerald Enclave, a group dedicated to checks to track dragons, as well
maintaining the delicate balance between as on Intelligence checks to recall
nature and civilization. information about them.
Personality Trait. I once ran twenty- Natural Explorer. You are particularly at
five miles without stopping to warn my home in forest terrain. When you make
clan of an approaching orc horde. I’d do it an Intelligence or Wisdom check related
again if I had to. to forest terrain, your proficiency bonus is
Ideal. Life is like the seasons, doubled if you are using a skill that you’re
in constant change, and we must proficient in.
change with it. While traveling for an hour or
Bond. I am the last of my tribe, and more in forest terrain, you gain the
it is up to me to ensure their names following benefits:
enter legend. • Difficult terrain doesn’t slow your
Flaw. There’s no room for caution in a group’s speed.
life lived to the fullest. • Your group can’t become lost except by
magical means.
• Even when you are engaged in another
Wood Elf Traits activity while traveling, you remain
Fey Ancestry. You have advantage on alert to danger.
saving throws against being charmed, • If you are traveling alone, you can move
and magic can’t put you to sleep. stealthily at a normal pace.
Darkvision. You can see in dim light • When you forage, you find twice as
within 60 feet of you as if it were bright much food as you normally would.
light, and in darkness as if it were dim • While tracking other creatures, you
light. You can’t discern color in darkness, also learn their exact number, their
only shades of gray. sizes, and how long ago they passed
Mask of the Wild. You can attempt through the area.
to hide even when you are only lightly
obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Elf Ranger 2 Character Name Tools Flute.
“Once I choose my prey, I never Senses Darkvision, Passive
lose the trail or miss my mark. Medium humanoid (wood elf), chaotic Perception 15
The hunt is all.” good Languages Common, Elvish,
The last remaining member of Draconic, Orc.
Armor Class 15
your tribe, you are the epitome Actions
Hit Points 18 (Hit Dice 2d10)
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft. Attack. You can attack when you take
mercy or bounty to the forests of your this action, using the following:
STR DEX CON
youth. There are a thousand ways to die Shortsword. Melee Weapon Attack:
12 (+1) 16 (+3) 13 (+1)
in the wilderness, and you have survived +5 to hit, reach 5 ft., one target.
through muscle, wits, and will. INT WIS CHA Hit: 1d6 + 3 piercing damage.
10 (0) 16 (+3) 8 (-1) Longbow. Ranged Weapon Attack:
Background (Outlander) +7 to hit, range 150/600 ft., one
target. Hit: 1d8 + 3 piercing damage.
Proficiencies (+2 proficiency bonus)
You grew up in the wilds, far from
Saving Throws Str +3, Dex +5;
civilization and the comforts of town and Options
technology. The wilds are in your blood. advantage on saves against
Even in places where you don’t know the being charmed. Fey Ancestry. Wood Elf trait
specific features of the terrain, you know Skills Athletics +3, Insight +5, Nature
Favored Enemy. Ranger feature.
the way of the wild. +2, Perception +5, Stealth +5,
Wanderer. You have an excellent Survival +5 Natural Explorer. Ranger feature.
memory for maps and geography, and you Armor Light, medium.
can always recall the general layout of Weapons Simple weapons, martial Spellcasting. Ranger feature.
terrain, settlements, and other features weapons. Spell Save DC: 13
around you. In addition, you can find food Spell Attack Modifier: +5
and fresh water for yourself and up to five Spell Slots: 1st-level (2)
other people each day, provided that the
land offers berries, small game, water, Ranger Features Fighting Style: Archery. You gain a
and so forth. +2 bonus to attack rolls you make with
Faction. You are a member of the Favored Enemy. You have significant ranged weapons. (This is factored into
Emerald Enclave, a group dedicated to experience studying, tracking, hunting, the stat block.)
maintaining the delicate balance between and even talking to dragons. You Spellcasting. You have the ability to cast
nature and civilization. have advantage on Wisdom (Survival) spells. Wisdom is your spellcasting ability
Personality Trait. I once ran twenty- checks to track dragons, as well for your ranger spells. You use your
five miles without stopping to warn my as on Intelligence checks to recall Wisdom whenever a spell refers to your
clan of an approaching orc horde. I’d do it information about them. spellcasting ability.
again if I had to. Natural Explorer. You are particularly at To cast a spell, you must expend a slot
Ideal. Life is like the seasons, home in forest terrain. When you make of the spell’s level or higher. You regain
in constant change, and we must an Intelligence or Wisdom check related all expended spell slots when you finish
change with it. to forest terrain, your proficiency bonus is a long rest.
Bond. I am the last of my tribe, and doubled if you are using a skill that you’re Spell Save DC: 13
it is up to me to ensure their names proficient in. Spell Attack Modifier: +5
enter legend. While traveling for an hour or Spell Slots: 1st-level (2)
Flaw. There’s no room for caution in a more in forest terrain, you gain the
following benefits:
life lived to the fullest.
• Difficult terrain doesn’t slow your
Spells Known
group’s speed. 1st-level spells: goodberry, hunter’s mark
Wood Elf Traits • Your group can’t become lost except by
Fey Ancestry. You have advantage on magical means. Equipment
saving throws against being charmed, • Even when you are engaged in another
activity while traveling, you remain Studded leather, shortsword, longbow
and magic can’t put you to sleep.
alert to danger. (with 60 arrows), explorer’s kit, hunting
Darkvision. You can see in dim light
• If you are traveling alone, you can move trap, flute, money (25 gp)
within 60 feet of you as if it were bright
light, and in darkness as if it were dim stealthily at a normal pace.
light. You can’t discern color in darkness, • When you forage, you find twice as
only shades of gray. much food as you normally would.
Mask of the Wild. You can attempt • While tracking other creatures, you
to hide even when you are only lightly also learn their exact number, their
obscured by foliage, heavy rain, falling sizes, and how long ago they passed
snow, mist, and other natural phenomena. through the area.
Elf Ranger 3 Character Name Tools Flute.
“Once I choose my prey, I never Senses Darkvision, Passive
lose the trail or miss my mark. Medium humanoid (wood elf), chaotic Perception 15
The hunt is all.” good Languages Common, Elvish,
The last remaining member of Draconic, Orc.
Armor Class 15
your tribe, you are the epitome Actions
Hit Points 25 (Hit Dice 3d10)
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft. Attack. You can attack when you take
mercy or bounty to the forests of your this action, using the following:
STR DEX CON
youth. There are a thousand ways to die Shortsword. Melee Weapon Attack:
12 (+1) 16 (+3) 13 (+1)
in the wilderness, and you have survived +5 to hit, reach 5 ft., one target.
through muscle, wits, and will. INT WIS CHA Hit: 1d6 + 3 piercing damage.
10 (0) 16 (+3) 8 (-1) Longbow. Ranged Weapon Attack:
Background (Outlander) +7 to hit, range 150/600 ft., one
Proficiencies (+2 proficiency bonus) target. Hit: 1d8 + 3 piercing damage.
You grew up in the wilds, far from
Saving Throws Str +3, Dex +5; Primeval Awareness. Ranger feature.
civilization and the comforts of town and
technology. The wilds are in your blood. advantage on saves against
being charmed. Options
Even in places where you don’t know the
specific features of the terrain, you know Skills Athletics +3, Insight +5, Nature Fey Ancestry. Wood Elf trait.
the way of the wild. +2, Perception +5, Stealth +5,
Favored Enemy. Ranger feature.
Wanderer. You have an excellent Survival +5
memory for maps and geography, and you Armor Light, medium. Natural Explorer. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Colossus Slayer. Hunter feature.
around you. In addition, you can find food Spellcasting. Ranger feature.
and fresh water for yourself and up to five Spell Save DC: 13
other people each day, provided that the
Spell Attack Modifier: +5
land offers berries, small game, water,
Spell Slots: 1st-level (3)
and so forth.
Faction. You are a member of the
Ranger Features sizes, and how long ago they passed
Emerald Enclave, a group dedicated to
through the area.
maintaining the delicate balance between Favored Enemy. You have significant Fighting Style: Archery. You gain a
nature and civilization. experience studying, tracking, hunting, +2 bonus to attack rolls you make with
Personality Trait. I once ran twenty- and even talking to dragons. You ranged weapons. (This is factored into
five miles without stopping to warn my have advantage on Wisdom (Survival) the stat block.)
clan of an approaching orc horde. I’d do it checks to track dragons, as well Spellcasting. You have the ability to cast
again if I had to. as on Intelligence checks to recall spells. Wisdom is your spellcasting ability
Ideal. Life is like the seasons, information about them. for your ranger spells. You use your
in constant change, and we must Natural Explorer. You are particularly at Wisdom whenever a spell refers to your
change with it. home in forest terrain. When you make spellcasting ability.
Bond. I am the last of my tribe, and an Intelligence or Wisdom check related To cast a spell, you must expend a slot
it is up to me to ensure their names to forest terrain, your proficiency bonus is of the spell’s level or higher. You regain
enter legend. doubled if you are using a skill that you’re all expended spell slots when you finish
Flaw. There’s no room for caution in a proficient in. a long rest.
life lived to the fullest. While traveling for an hour or Spell Save DC: 13
more in forest terrain, you gain the Spell Attack Modifier: +5
Wood Elf Traits following benefits: Spell Slots: 1st-level (3)
Fey Ancestry. You have advantage on • Difficult terrain doesn’t slow your Primeval Awareness. You can use your
saving throws against being charmed, group’s speed. action and expend one ranger spell slot
and magic can’t put you to sleep. • Your group can’t become lost except by to focus your awareness on the region
Darkvision. You can see in dim light magical means. around you. For 1 minute per level of
within 60 feet of you as if it were bright • Even when you are engaged in another the spell slot you expend, you can sense
light, and in darkness as if it were dim activity while traveling, you remain whether the following types of creatures
light. You can’t discern color in darkness, alert to danger. are present within 1 mile of you (or
only shades of gray. • If you are traveling alone, you can move within 6 miles of you if you are in forest
Mask of the Wild. You can attempt stealthily at a normal pace. terrain): aberrations, celestials, dragons,
to hide even when you are only lightly • When you forage, you find twice as elementals, fey, fiends, and undead. This
obscured by foliage, heavy rain, falling much food as you normally would. feature doesn’t reveal the creatures’
snow, mist, and other natural phenomena. • While tracking other creatures, you location or number.
also learn their exact number, their
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.

Spells Known
1st-level spells: goodberry, hunter’s
mark, longstrider

Equipment
Studded leather, shortsword, longbow
(with 60 arrows), explorer’s kit, hunting
trap, flute, money (25 gp)
Elf Ranger 4 Character Name Tools Flute.
“Once I choose my prey, I never Senses Darkvision, Passive
lose the trail or miss my mark. Medium humanoid (wood elf), chaotic Perception 15
The hunt is all.” good Languages Common, Elvish,
The last remaining member of Draconic, Orc.
Armor Class 16
your tribe, you are the epitome Actions
Hit Points 32 (Hit Dice 4d10)
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft. Attack. You can attack when you take
mercy or bounty to the forests of your this action, using the following:
STR DEX CON
youth. There are a thousand ways to die Shortsword. Melee Weapon Attack:
12 (+1) 18 (+4) 13 (+1)
in the wilderness, and you have survived +6 to hit, reach 5 ft., one target.
through muscle, wits, and will. INT WIS CHA Hit: 1d6 + 4 piercing damage.
10 (0) 16 (+3) 8 (-1) Longbow. Ranged Weapon Attack:
Background (Outlander) +8 to hit, range 150/600 ft., one
Proficiencies (+2 proficiency bonus) target. Hit: 1d8 + 4 piercing damage.
You grew up in the wilds, far from
Saving Throws Str +3, Dex +6; Primeval Awareness. Ranger feature.
civilization and the comforts of town and
technology. The wilds are in your blood. advantage on saves against
being charmed. Options
Even in places where you don’t know the
specific features of the terrain, you know Skills Athletics +3, Insight +5, Nature Fey Ancestry. Wood Elf trait.
the way of the wild. +2, Perception +5, Stealth +6,
Favored Enemy. Ranger feature.
Wanderer. You have an excellent Survival +5
memory for maps and geography, and you Armor Light, medium. Natural Explorer. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Colossus Slayer. Hunter feature.
around you. In addition, you can find food Spellcasting. Ranger feature.
and fresh water for yourself and up to five Spell Save DC: 13
other people each day, provided that the
Spell Attack Modifier: +5
land offers berries, small game, water,
Spell Slots: 1st-level (3)
and so forth.
Faction. You are a member of the
Ranger Features sizes, and how long ago they passed
Emerald Enclave, a group dedicated to
through the area.
maintaining the delicate balance between Favored Enemy. You have significant Fighting Style: Archery. You gain a
nature and civilization. experience studying, tracking, hunting, +2 bonus to attack rolls you make with
Personality Trait. I once ran twenty- and even talking to dragons. You ranged weapons. (This is factored into
five miles without stopping to warn my have advantage on Wisdom (Survival) the stat block.)
clan of an approaching orc horde. I’d do it checks to track dragons, as well Spellcasting. You have the ability to cast
again if I had to. as on Intelligence checks to recall spells. Wisdom is your spellcasting ability
Ideal. Life is like the seasons, information about them. for your ranger spells. You use your
in constant change, and we must Natural Explorer. You are particularly at Wisdom whenever a spell refers to your
change with it. home in forest terrain. When you make spellcasting ability.
Bond. I am the last of my tribe, and an Intelligence or Wisdom check related To cast a spell, you must expend a slot
it is up to me to ensure their names to forest terrain, your proficiency bonus is of the spell’s level or higher. You regain
enter legend. doubled if you are using a skill that you’re all expended spell slots when you finish
Flaw. There’s no room for caution in a proficient in. a long rest.
life lived to the fullest. While traveling for an hour or Spell Save DC: 13
more in forest terrain, you gain the Spell Attack Modifier: +5
Wood Elf Traits following benefits: Spell Slots: 1st-level (3)
Fey Ancestry. You have advantage on • Difficult terrain doesn’t slow your Primeval Awareness. You can use your
saving throws against being charmed, group’s speed. action and expend one ranger spell slot
and magic can’t put you to sleep. • Your group can’t become lost except by to focus your awareness on the region
Darkvision. You can see in dim light magical means. around you. For 1 minute per level of
within 60 feet of you as if it were bright • Even when you are engaged in another the spell slot you expend, you can sense
light, and in darkness as if it were dim activity while traveling, you remain whether the following types of creatures
light. You can’t discern color in darkness, alert to danger. are present within 1 mile of you (or
only shades of gray. • If you are traveling alone, you can move within 6 miles of you if you are in forest
Mask of the Wild. You can attempt stealthily at a normal pace. terrain): aberrations, celestials, dragons,
to hide even when you are only lightly • When you forage, you find twice as elementals, fey, fiends, and undead. This
obscured by foliage, heavy rain, falling much food as you normally would. feature doesn’t reveal the creatures’
snow, mist, and other natural phenomena. • While tracking other creatures, you location or number.
also learn their exact number, their
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.

Spells Known
1st-level spells: goodberry, hunter’s
mark, longstrider

Equipment
Studded leather, shortsword, longbow
(with 60 arrows), explorer’s kit, hunting
trap, flute, money (25 gp)
Elf Ranger 5 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
Silvered Shortsword. Melee Weapon
The last remaining member of Attack: +7 to hit, reach 5 ft.,
Armor Class 16
your tribe, you are the epitome one target.
Hit Points 39 (Hit Dice 5d10)
of the rugged individualist. You know Hit: 1d6 + 4 piercing damage.
better than to ascribe qualities such as Speed 35 ft.
Longbow. Ranged Weapon Attack:
mercy or bounty to the forests of your +9 to hit, range 150/600 ft., one
STR DEX CON
youth. There are a thousand ways to die target. Hit: 1d8 + 4 piercing damage.
12 (+1) 18 (+4) 13 (+1)
in the wilderness, and you have survived Primeval Awareness. Ranger feature.
through muscle, wits, and will. INT WIS CHA
10 (0) 16 (+3) 8 (-1) Options
Background (Outlander) Fey Ancestry. Wood Elf trait.
Proficiencies (+3 proficiency bonus)
You grew up in the wilds, far from
Saving Throws Str +4, Dex +7; Favored Enemy. Ranger feature.
civilization and the comforts of town and
technology. The wilds are in your blood. advantage on saves against Natural Explorer. Ranger feature.
Even in places where you don’t know the being charmed.
specific features of the terrain, you know Skills Athletics +4, Insight +6, Nature Colossus Slayer. Hunter feature.
the way of the wild. +3, Perception +6, Stealth +7, Spellcasting. Ranger feature.
Wanderer. You have an excellent Survival +6 Spell Save DC: 14
memory for maps and geography, and you Armor Light, medium. Spell Attack Modifier: +6
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Spell Slots: 1st-level (4), 2nd-level (2)
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, Elvish,
and so forth. Draconic, Orc.
Faction. You are a member of the
Emerald Enclave, a group dedicated to sizes, and how long ago they passed
maintaining the delicate balance between Ranger Features through the area.
nature and civilization. Favored Enemy. You have significant Fighting Style: Archery. You gain a
Personality Trait. I once ran twenty- experience studying, tracking, hunting, +2 bonus to attack rolls you make with
five miles without stopping to warn my and even talking to dragons. You ranged weapons. (This is factored into
clan of an approaching orc horde. I’d do it have advantage on Wisdom (Survival) the stat block.)
again if I had to. checks to track dragons, as well Spellcasting. You have the ability to cast
Ideal. Life is like the seasons, as on Intelligence checks to recall spells. Wisdom is your spellcasting ability
in constant change, and we must information about them. for your ranger spells. You use your
change with it. Natural Explorer. You are particularly at Wisdom whenever a spell refers to your
Bond. I am the last of my tribe, and home in forest terrain. When you make spellcasting ability.
it is up to me to ensure their names an Intelligence or Wisdom check related To cast a spell, you must expend a slot
enter legend. to forest terrain, your proficiency bonus is of the spell’s level or higher. You regain
Flaw. There’s no room for caution in a doubled if you are using a skill that you’re all expended spell slots when you finish
life lived to the fullest. proficient in. a long rest.
While traveling for an hour or Spell Save DC: 14
Wood Elf Traits more in forest terrain, you gain the Spell Attack Modifier: +6
following benefits: Spell Slots: 1st-level (4), 2nd-level (2)
Fey Ancestry. You have advantage on
• Difficult terrain doesn’t slow your Primeval Awareness. You can use your
saving throws against being charmed,
group’s speed. action and expend one ranger spell slot
and magic can’t put you to sleep.
• Your group can’t become lost except by to focus your awareness on the region
Darkvision. You can see in dim light
magical means. around you. For 1 minute per level of
within 60 feet of you as if it were bright
• Even when you are engaged in another the spell slot you expend, you can sense
light, and in darkness as if it were dim
activity while traveling, you remain whether the following types of creatures
light. You can’t discern color in darkness,
alert to danger. are present within 1 mile of you (or
only shades of gray.
• If you are traveling alone, you can move within 6 miles of you if you are in forest
Mask of the Wild. You can attempt
stealthily at a normal pace. terrain): aberrations, celestials, dragons,
to hide even when you are only lightly
• When you forage, you find twice as elementals, fey, fiends, and undead. This
obscured by foliage, heavy rain, falling
much food as you normally would. feature doesn’t reveal the creatures’
snow, mist, and other natural phenomena.
• While tracking other creatures, you location or number.
also learn their exact number, their
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.

Spells Known
1st-level spells: goodberry, hunter’s
mark, longstrider
2nd-level spells: 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)
Elf Ranger 6 Character Name Tools Flute.
“Once I choose my prey, I never Senses Darkvision, Passive
lose the trail or miss my mark. Medium humanoid (wood elf), chaotic Perception 16
The hunt is all.” good Languages Common, Draconic, Elvish,
The last remaining member of Giant, Orc
Armor Class 16
your tribe, you are the epitome Actions
Hit Points 46 (Hit Dice 6d10)
of the rugged individualist. You know
better than to ascribe qualities such as Speed 35 ft. Attack. You can attack twice when you
mercy or bounty to the forests of your take this action, using the following:
STR DEX CON
youth. There are a thousand ways to die Shortsword. Melee Weapon Attack:
12 (+1) 18 (+4) 13 (+1)
in the wilderness, and you have survived +7 to hit, reach 5 ft., one target.
through muscle, wits, and will. INT WIS CHA Hit: 1d6 + 4 piercing damage.
10 (0) 16 (+3) 8 (-1) Longbow. Ranged Weapon Attack:
Background (Outlander) +9 to hit, range 150/600 ft., one
Proficiencies (+3 proficiency bonus) target. Hit: 1d8 + 4 piercing damage.
You grew up in the wilds, far from
Saving Throws Str +4, Dex +7; Primeval Awareness. Ranger feature.
civilization and the comforts of town and
technology. The wilds are in your blood. advantage on saves against
being charmed. Options
Even in places where you don’t know the
specific features of the terrain, you know Skills Athletics +4, Insight +6, Nature Fey Ancestry. Wood Elf trait.
the way of the wild. +3, Perception +6, Stealth +7,
Favored Enemy. Ranger feature.
Wanderer. You have an excellent Survival +6
memory for maps and geography, and you Armor Light, medium. Natural Explorer. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Colossus Slayer. Hunter feature.
around you. In addition, you can find food Spellcasting. Ranger feature.
and fresh water for yourself and up to five Spell Save DC: 14
other people each day, provided that the
Spell Attack Modifier: +6
land offers berries, small game, water,
Spell Slots: 1st-level (4), 2nd-level (2)
and so forth.
Faction. You are a member of the
Ranger Features sizes, and how long ago they passed
Emerald Enclave, a group dedicated to
through the area.
maintaining the delicate balance between Favored Enemy. You have significant Fighting Style: Archery. You gain a
nature and civilization. experience studying, tracking, hunting, +2 bonus to attack rolls you make with
Personality Trait. I once ran twenty- and even talking to dragons and ranged weapons. (This is factored into
five miles without stopping to warn my giants. You have advantage on Wisdom the stat block.)
clan of an approaching orc horde. I’d do it (Survival) checks to track dragons or Spellcasting. You have the ability to cast
again if I had to. giants, as well as on Intelligence checks spells. Wisdom is your spellcasting ability
Ideal. Life is like the seasons, to recall information about them. for your ranger spells. You use your
in constant change, and we must Natural Explorer. You are particularly Wisdom whenever a spell refers to your
change with it. at home in forest or Underdark terrain. spellcasting ability.
Bond. I am the last of my tribe, and When you make an Intelligence or To cast a spell, you must expend a slot
it is up to me to ensure their names Wisdom check related to forest or of the spell’s level or higher. You regain
enter legend. Underdark terrain, your proficiency all expended spell slots when you finish
Flaw. There’s no room for caution in a bonus is doubled if you are using a skill a long rest.
life lived to the fullest. that you’re proficient in. Spell Save DC: 14
While traveling for an hour or more in Spell Attack Modifier: +6
Wood Elf Traits forest or Underdark terrain, you gain the Spell Slots: 1st-level (4), 2nd-level (2)
Fey Ancestry. You have advantage on following benefits: Primeval Awareness. You can use your
saving throws against being charmed, • Difficult terrain doesn’t slow your action and expend one ranger spell slot
and magic can’t put you to sleep. group’s speed. to focus your awareness on the region
Darkvision. You can see in dim light • Your group can’t become lost except by around you. For 1 minute per level of
within 60 feet of you as if it were bright magical means. the spell slot you expend, you can sense
light, and in darkness as if it were dim • Even when you are engaged in another whether the following types of creatures
light. You can’t discern color in darkness, activity while traveling, you remain are present within 1 mile of you (or
only shades of gray. alert to danger. within 6 miles of you if you are in forest
Mask of the Wild. You can attempt • If you are traveling alone, you can move terrain): aberrations, celestials, dragons,
to hide even when you are only lightly stealthily at a normal pace. elementals, fey, fiends, and undead. This
obscured by foliage, heavy rain, falling • When you forage, you find twice as feature doesn’t reveal the creatures’
snow, mist, and other natural phenomena. much food as you normally would. location or number.
• While tracking other creatures, you
also learn their exact number, their
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.

Spells Known
1st-level spells: goodberry, hunter’s
mark, longstrider
2nd-level spells: 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)
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)
Elf Ranger 8 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 +8 to hit, reach 5 ft., one target.
Armor Class 16
your tribe, you are the epitome Hit: 1d6 + 5 piercing damage.
Hit Points 60 (Hit Dice 8d10)
of the rugged individualist. You know Longbow. Ranged Weapon Attack:
better than to ascribe qualities such as Speed 35 ft.
+10 to hit, range 150/600 ft., one
mercy or bounty to the forests of your target. Hit: 1d8 + 5 piercing damage.
STR DEX CON
youth. There are a thousand ways to die Primeval Awareness. Ranger feature.
12 (+1) 20 (+5) 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 +8;
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 +8,
Wanderer. You have an excellent Survival +6 Land’s Stride. Ranger feature.
memory for maps and geography, and you Armor Light, medium. Spellcasting. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Spell Save DC: 14
around you. In addition, you can find food Tools Flute. Spell Attack Modifier: +6
and fresh water for yourself and up to five Senses Darkvision, Passive Spell Slots: 1st-level (4), 2nd-level (3)
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.
Land’s Stride. Moving through
nonmagical difficult terrain costs you
no extra movement. You can also pass
through nonmagical plants without
being slowed by them and without taking
damage from them if they have thorns,
spines, or a similar hazard.
In addition, you have advantage on
saving throws against plants that are
magically created or manipulated to
impede movement, such as those created
by the entangle spell.

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)
Elf Ranger 9 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 +9 to hit, reach 5 ft., one target.
Armor Class 16
your tribe, you are the epitome Hit: 1d6 + 5 piercing damage.
Hit Points 67 (Hit Dice 9d10)
of the rugged individualist. You know Longbow. Ranged Weapon Attack:
better than to ascribe qualities such as Speed 35 ft.
+11 to hit, range 150/600 ft., one
mercy or bounty to the forests of your target. Hit: 1d8 + 5 piercing damage.
STR DEX CON
youth. There are a thousand ways to die Primeval Awareness. Ranger feature.
12 (+1) 20 (+5) 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 (+4 proficiency bonus) Favored Enemy. Ranger feature.
You grew up in the wilds, far from
Saving Throws Str +5, Dex +9;
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 +5, Insight +7, Nature Escape the Horde. Hunter feature.
the way of the wild. +4, Perception +7, Stealth +9,
Wanderer. You have an excellent Survival +7 Land’s Stride. Ranger feature.
memory for maps and geography, and you Armor Light, medium. Spellcasting. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Spell Save DC: 15
around you. In addition, you can find food Tools Flute. Spell Attack Modifier: +7
and fresh water for yourself and up to five Senses Darkvision, Passive Spell Slots: 1st-level (4), 2nd-level (3),
other people each day, provided that the Perception 17 3rd-level (2)
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: 15
Fey Ancestry. You have advantage on
following benefits: Spell Attack Modifier: +7
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. 3rd-level (2)
Darkvision. You can see in dim light
• Your group can’t become lost except by Primeval Awareness. You can use your
within 60 feet of you as if it were bright
magical means. action and expend one ranger spell slot
light, and in darkness as if it were dim
• Even when you are engaged in another to focus your awareness on the region
light. You can’t discern color in darkness,
activity while traveling, you remain around you. For 1 minute per level of
only shades of gray.
alert to danger. the spell slot you expend, you can sense
Mask of the Wild. You can attempt
• If you are traveling alone, you can move whether the following types of creatures
to hide even when you are only lightly
stealthily at a normal pace. are present within 1 mile of you (or
obscured by foliage, heavy rain, falling
• When you forage, you find twice as within 6 miles of you if you are in forest
snow, mist, and other natural phenomena.
much food as you normally would. terrain): aberrations, celestials, dragons,
elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’
location or number.
Land’s Stride. Moving through
nonmagical difficult terrain costs you
no extra movement. You can also pass
through nonmagical plants without
being slowed by them and without taking
damage from them if they have thorns,
spines, or a similar hazard.
In addition, you have advantage on
saving throws against plants that are
magically created or manipulated to
impede movement, such as those created
by the entangle spell.

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
3rd-level spells: lightning arrow

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)
Elf Ranger 10 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 +9 to hit, reach 5 ft., one target.
Armor Class 16
your tribe, you are the epitome Hit: 1d6 + 5 piercing damage.
Hit Points 74 (Hit Dice 10d10)
of the rugged individualist. You know Longbow. Ranged Weapon Attack:
better than to ascribe qualities such as Speed 35 ft.
+11 to hit, range 150/600 ft., one
mercy or bounty to the forests of your target. Hit: 1d8 + 5 piercing damage.
STR DEX CON
youth. There are a thousand ways to die Primeval Awareness. Ranger feature.
12 (+1) 20 (+5) 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 (+4 proficiency bonus) Favored Enemy. Ranger feature.
You grew up in the wilds, far from
Saving Throws Str +5, Dex +9;
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 +5, Insight +7, Nature Escape the Horde. Hunter feature.
the way of the wild. +4, Perception +7, Stealth +9,
Wanderer. You have an excellent Survival +7 Land’s Stride. Ranger feature.
memory for maps and geography, and you Armor Light, medium. Hide in Plain Sight. Ranger feature.
can always recall the general layout of Weapons Simple weapons, martial
terrain, settlements, and other features weapons. Spellcasting. Ranger feature.
around you. In addition, you can find food Tools Flute. Spell Save DC: 15
and fresh water for yourself and up to five Senses Darkvision, Passive Spell Attack Modifier: +7
other people each day, provided that the Perception 17 Spell Slots: 1st-level (4), 2nd-level (3),
land offers berries, small game, water, Languages Common, Draconic, Elvish, 3rd-level (2)
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, desert, or Underdark for your ranger spells. You use your
it is up to me to ensure their names terrain. When you make an Intelligence Wisdom whenever a spell refers to your
enter legend. or Wisdom check related to forest, desert, spellcasting ability.
Flaw. There’s no room for caution in a or 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, desert, or Underdark terrain, you Spell Save DC: 15
Fey Ancestry. You have advantage on
gain the following benefits: Spell Attack Modifier: +7
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. 3rd-level (2)
Darkvision. You can see in dim light
• Your group can’t become lost except by Primeval Awareness. You can use your
within 60 feet of you as if it were bright
magical means. action and expend one ranger spell slot
light, and in darkness as if it were dim
• Even when you are engaged in another to focus your awareness on the region
light. You can’t discern color in darkness,
activity while traveling, you remain around you. For 1 minute per level of
only shades of gray.
alert to danger. the spell slot you expend, you can sense
Mask of the Wild. You can attempt
• If you are traveling alone, you can move whether the following types of creatures
to hide even when you are only lightly
stealthily at a normal pace. are present within 1 mile of you (or
obscured by foliage, heavy rain, falling
• When you forage, you find twice as within 6 miles of you if you are in forest
snow, mist, and other natural phenomena.
much food as you normally would. terrain): aberrations, celestials, dragons,
elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’
location or number.
Land’s Stride. Moving through
nonmagical difficult terrain costs you
no extra movement. You can also pass
through nonmagical plants without
being slowed by them and without taking
damage from them if they have thorns,
spines, or a similar hazard.
In addition, you have advantage on
saving throws against plants that are
magically created or manipulated to
impede movement, such as those created
by the entangle spell.
Hide in Plain Sight. You can spend 1
minute creating camouflage for yourself.
You must have access to fresh mud,
dirt, plants, soot, and other naturally
occurring materials with which to create
your camouflage.
Once you are camouflaged in this way,
you can try to hide by pressing yourself
up against a solid surface, such as a tree
or wall, that is at least as tall and wide as
you are. You gain a +10 bonus to Dexterity
(Stealth) checks as long as you remain
there without moving or taking actions.
Once you move or take an action or a
reaction, you must camouflage yourself
again to gain this benefit.

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
3rd-level spells: lightning arrow

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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