“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