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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)

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