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One of your choice EDRAN HORNSTRIKE Medium Half-, Chaotic Good

Armor Class 14 EQUIPMENT

Hit Points 16 (2d10) Object: /background/outlander/trait/equipment Speed 30 ft A staff, a hunting trap, a trophy from an animal you STR DEX CON INT WIS CHA killed, a set of traveler’s clothes, and a belt pouch con- 10 (+0) 16 (+3) 11 (+0) 13 (+1) 14 (+2) 15 (+2) taining 10 gp Class Ranger 2 Languages Common, Elvish, Gnomish Proficiencies Athletics, Nature, Perception, Stealth, WANDERER Survival Object: /background/outlander/trait/feature-wanderer

You have an excellent memory for maps and geogra- phy, and you can always recall the general layout of ter- HALF-ELF rain, settlements, and other features around you. In addi- tion, you can find food and fresh water for yourself and

Object: /race/half-elf up to five other people each day, provided that the land Abilities: Cha 2 offers berries, small game, water, and so forth.

DARKVISION RANGER

Object: /race/half-elf/trait/darkvision Object: /class/ranger Thanks to your elf blood, you have superior vision in Proficiencies: Strength, Dexterity dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. STARTING PROFICIENCIES

Object: /class/ranger/feature/starting-proficiencies

FEY ANCESTRY You are proficient with the following items, in addi- tion to any proficiencies provided by your race or back- Object: /race/half-elf/trait/fey-ancestry ground. Armor: light armor, medium armor, shields Weapons: simple weapons, martial weapons Tools: none You have advantage on saving throws against being Skills: Choose three from Animal Handling, Athletics, charmed, and magic can’t put you to sleep. Insight, Investigation, Nature, Perception, Stealth, and Survival

OUTLANDER STARTING EQUIPMENT

TOOL PROFICIENCIES Object: /class/ranger/feature/starting-equipment

Object: /background/outlander/trait/tool-proficiencies You start with the following items, plus anything pro- One type of musical instrument vided by your background. (a) scale mail or (b) leather armor (a) two shortswords or (b) two simple melee weapons (a) a dungeoneer’s pack or (b) an explorer’s pack A longbow and a quiver LANGUAGES of 20 arrows Object: /background/outlander/trait/languages Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

1 FAVORED ENEMY Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. Object: /class/ranger/feature/favored-enemy To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots Beginning at 1st level, you have significant experience when you finish a long rest. For example, if you know studying, tracking, hunting, and even talking to a cer- the 1st-level spell animal friendship and have a 1st-level tain type of enemy. Choose a type of favored enemy: and a 2nd-level spell slot available, you can cast animal aberrations, beasts, celestials, constructs, , ele- friendship using either slot. mentals, fey, fiends, giants, monstrosities, oozes, plants, Spells Known of 1st Level and Higher You know two or undead. Alternatively, you can select two races of hu- 1st-level spells of your choice from the ranger spell list. manoid (such as gnolls and ) as favored enemies. You You learn an additional ranger spell of your choice at have advantage on Wisdom (Survival) checks to track each odd numbered level thereafter. Each of these spells your favored enemies, as well as on Intelligence checks to must be of a level for which you have spell slots. For in- recall information about them. When you gain this fea- stance, when you reach 5th level in this class, you can ture, you also learn one language of your choice that is learn one new spell of 1st or 2nd level. Additionally, spoken by your favored enemies, if they speak one at all. when you gain a level in this class, you can choose one of You choose one additional favored enemy, as well as an the ranger spells you know and replace it with another associated language, at 6th and 14th level. As you gain spell from the ranger spell list, which also must be of a levels, your choices should reflect the types of monsters level for which you have spell slots. you have encountered on your adventures. Spellcasting Ability Wisdom is your spellcasting abil- ity for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom when- NATURAL EXPLORER ever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving Object: /class/ranger/feature/natural-explorer throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency You are particularly familiar with one type of natural bonus + your Wisdom modifier Spell attack modifier = environment and are adept at traveling and surviving in your proficiency bonus + your Wisdom modifier such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom FIGHTING STYLE:ARCHERY check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re pro- Object: /class/ranger/feature/fighting-style-archery ficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: You gain a +2 bonus to attack rolls you make with Difficult terrain doesn’t slow your group’s travel. ranged weapons. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their ex- act number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

SPELLCASTING

Object: /class/ranger/feature/spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spell- casting and chapter 11 for the ranger spell list.

2 SPELL LIST

LEVEL 1 ##

Name Range Time Duration Rolls Cure Wounds EV VS Touch 1 action Instantaneous 1d8+SPELL Hunter’s Mark CDV 90 feet 1 bonus action up to 1 hour

3 SPELLBOOK

CURE WOUNDS

Object: /spell/cure-wounds 1st-level evocation

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

HUNTER’S MARK

Object: /spell/hunter-s-mark 1st-level divination

Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your con- centration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

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