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.