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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 dont 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 Lands 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. Id 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. Theres 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 spells level or higher. You regain
that youre 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 doesnt slow your Spell Slots: 1st-level (4), 2nd-level (3),
and magic cant put you to sleep.
groups speed. 3rd-level (2)
Darkvision. You can see in dim light
Your group cant 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 cant 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 doesnt reveal the creatures
location or number.
Lands 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 its 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, hunters
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), explorers kit, hunting trap,
flute, potion of healing (2), mastiff,
money (150 gp)

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