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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)

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