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1099921-DMsGuild WoodElf Ranger V7.2 A4-1

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0% found this document useful (0 votes)
28 views3 pages

1099921-DMsGuild WoodElf Ranger V7.2 A4-1

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Uploaded by

Rahfael Kross
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ranger 1 Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Wood elf Chaotic good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I once ran twenty-five miles without
14 +3 35 feet stopping to warn my clan of an approaching
orc horde. I’d do it again if I had to.
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 11


+3 Strength Life is like the seasons, in constant change,
DEXTERITY and we must change with it.
+5 Dexterity

+3 +1 Constitution
CURRENT HIT POINTS IDEALS
+0 Intelligence
16 +3 Wisdom
I am the last of my tribe, and it is up to me
−1 Charisma to ensure their names enter legend.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+3 Acrobatics (Dex) Total 1d10 SUCCESSES There’s no room for caution in a life lived
13 to the fullest.
+3 Animal Handling (Wis) FAILURES

+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +3 Athletics (Str)
−1 Deception (Cha)
+0 +0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. You see in dim light within a
Shortsword +5 1d6 + 3 piercing 60-foot radius of you as if it were bright light,
10 +5 Insight (Wis) and in darkness in that radius as if it were dim
−1 Intimidation (Cha) Longbow* +5 1d8 + 3 piercing light. You can’t discern color in darkness, only
shades of gray.
WISDOM +0 Investigation (Int)
Fey Ancestry. You have advantage on saving
+3 Medicine (Wis) throws against being charmed, and magic can’t
+3 +2 Nature (Int) *You can shoot your longbow 150 feet, or up to put you to sleep.
600 feet with disadvantage on the attack roll. Trance. Elves don’t need sleep. They
+5 Perception (Wis) meditate deeply, remaining semiconscious,
16
−1 Performance (Cha) for 4 hours a day and gain the same benefit a
human does from 8 hours of sleep.
−1 Persuasion (Cha)
CHARISMA Mask of the Wild. You can attempt to hide
+0 Religion (Int) even when you are only lightly obscured by
−1 +3 Sleight of Hand (Dex) foliage, heavy rain, falling snow, mist, and
other natural phenomena.
+5 Stealth (Dex) Favored Enemy. You have significant
8 +5 Survival (Wis) experience studying, tracking, hunting, and
even talking to Orcs (humanoids). Against all
SKILLS ATTACKS & SPELLCASTING humanoids you gain a +2 bonus to damage
rolls with weapon attacks, advantage on
Wisdom (Survival) checks to track them, as
15 PASSIVE WISDOM (PERCEPTION) Leather armor, two shortswords, well as on Intelligence checks to recall
CP
longbow, quiver with 20 arrows, information about them.
backpack, bedroll, mess kit, Natural Explorer. You are a master of
tinderbox, 10 torches, 10 days of navigating the natural world. This grants you
Proficiencies. Light armor, medium armor, SP
rations, waterskin, hunting trap, the following benefits:
shields, simple weapons, martial weapons,
flute, 50 feet of hempen rope, • You ignore difficult terrain.
flute.
EP a six-sided die. • You have advantage on initiative rolls.
Languages. Common, Elvish, Draconic, Orc.
• On your first turn during combat you have
advantage on attack rolls against creatures
GP 10 that have not yet acted.
In addition, you gain benefits when traveling
PP through wilderness for an hour or more. See
the last page for the full list of benefits.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


Wood elf ranger (outlander), page 1 of 3 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Elf Gaining Levels
Elves are a people of otherworldly grace, living in the world but not As you adventure and overcome challenges, you gain experience
entirely part of it. They live in places of ethereal beauty, in the midst points (XP), as explained in the rulebook.
of ancient forests or in silvery spires glittering with faerie light, where With each level you gain, you gain one additional Hit Die and add
soft music drifts through the air and gentle fragrances waft on the 1d10 + 1 to your hit point maximum.
breeze. Elves love nature and magic, art and artistry, music and poetry. You gain access to spells when you reach your 2nd level.
Elves can live over 700 years. They are more often amused than
excited, and more likely to be curious than greedy. They tend to remain Spellcasting Advancement
aloof and unfazed by petty happenstance, and they trust in diplomacy —Spell Slots per Spell Level—
and compromise to resolve differences before they escalate into violence Level Known Spells 1st 2nd 3rd
Most elves dwell in small forest villages hidden among the trees. 2nd 2 2 — —
Their contact with outsiders is usually limited, though a few elves
make a good living by trading crafted items for metals, which they have
3rd 3 3 — —
no interest in mining. 4th 3 3 — —
In the Forgotten Realms, your people are named wood elves. Also 5th 4 4 2 —
called wild elves, green elves, or forest elves, wood elves’ skin tends to be
copperish in hue, sometimes with traces of green. Their hair tends towards
browns and blacks, but is occasionally blond or copper-colored. Their eyes
2nd Level: 300 XP
are green, brown, or hazel. Wood elves are the most populous of Fighting Style. At 2nd level, you adopt the fighting style archery as your
the elven races, they are also reclusive and distrusting of non-elves. specialty. You gain a +2 bonus to attack rolls you make with ranged
weapons.
Spellcasting. At 2nd level, you have learned to use the magical essence
Elves are considered children until they declare themselves adults, of nature to cast spells. Wisdom is your spellcasting ability for your spells.
sometime after the hundredth birthday. Before this period, they The saving throw DC to resist a spell you cast is 13. Your attack bonus
when you make an attack with a spell is +5. You know two 1st-level spells
are called by child names. On declaring adulthood, an elf selects
of your choice from the ranger spell list as shown in the Spellcasting
an adult name. Every elf also bears a family name, typically a Advancement table. When you gain a level in this class, you can choose
combination of Elvish words. Some elves traveling among other one of the ranger spells you know and replace it with another spell from
races translate their family names into Common. the ranger spell list, which also must be of a level for which you have
spell slots. See the rulebook for rules on casting your spells.
Child Names: Ara, Bryn, Del, Innil, Lael, Mella, Naeris, Phann,
Rael, Rinn, Syllin, Vall 3rd Level: 900 XP
Male Adult Names: Adran, Berrian, Carric, Erevan, Galinndan, Spells. You learn one more 1st-level spell of your choice.
Hadarai, Immeral, Paelias, Quarion, Riardon, Soveliss, Theren, Primeval Awareness. Beginning at 3rd level, your mastery of ranger
Varis lore allows you to establish a powerful link to beasts and to the land
around you. You have an innate ability to communicate with beasts, and
Female Adult Names: Althaea, Bethrynna, Caelynn, Ielenia, they recognize you as a kindred spirit. You can communicate simple
Leshanna, Meriele, Naivara, Quillathe, Silaqui, Thia, Vadania, ideas as an action and read basic mood and intent. Additionally, you can
Valanthe, Xanaphia attune your senses to determine if your favorite enemy is lurking within
5 miles by spending 1 minute of uninterrupted concentration.
Family Names (Common Translations): Amastacia (Starflower), Ranger Conclave feature: Horde Breaker. At 3rd level, you choose to
Galanodel (Moonwhisper), Liadon (Silverfrond), Meliamne emulate the ideals and training of the Hunter Conclave. Once on each of
(Oakenheel), Siannodel (Moonbrook), Ilphelkiir (Gemblossom) your turns when you make a weapon attack, you can make another
attack with the same weapon against a different creature that is within
5 feet of the original target and within range of your weapon.

Ranger 4th Level: 2,700 XP


Rangers are warriors of the wilderness and specialize in hunting the Ability Score Improvement. Your Wisdom increases to 18, which has
monsters that threaten the edges of civilization. They learn to track their the following effects:
quarry as a predator does, moving steadily through the wilds and hiding • Your Wisdom modifier becomes +4.
themselves in brush and rubble. Rangers focus their combat training on • Your spell saving throw DC increases by 1.
techniques that are particularly useful against their specific favored foes. • Your bonus for spell attacks increases by 1.
• Your modifier to Wisdom saving throws increases by 1.
• Your modifier to all Wisdom-based skills increases by 1.
Background • Because the modifier for your Perception skill increased, your passive
The last remaining member of your tribe, you are the epitome of the rugged Wisdom (Perception) score increases by 1.
individualist. You know better than to ascribe qualities such as mercy or
bounty to the forests of your youth. There are a thousand ways to die in the 5th Level: 6,500 XP
wilderness, and you have survived through muscle, wits, and will.
You grew up in the wilds, far from civilization and the comforts of town and Spells. You now learn and are able to cast 2nd-level spells. You learn
technology. The wilds are in your blood. Even in places where you don’t one more spell of your choice of either 1st- or 2nd-level.
know the specific features of the terrain, you know the way of the wild. Extra Attack. Beginning at 5th level, you can attack twice, instead of
Personal Goal: Dispatch the Orc threat. While lodging near Neverwinter once, whenever you take the Attack action on your turn.
you have heard of rumors of orc scouts near the old village of Conyberry Proficiency Bonus. Your proficiency bonus increases to +3, which has
along the Triboar Trial. Because of your past with these foul creatures you the following effects:
have sworn vengeance against all orcs in the northwest of fearûn and you • Your attack bonus increases by 1 for your spell attacks and for weapons
have taken the task of eliminating these wicked humanoids upon yourself. you are proficient with.
• Your spell saving throw DC increases by 1.
You guess some villagers or travellers around Phandalin would have more
• Your modifier for saving throws and skills you are proficient with in
information for you about the orcs current hideout.
(indicated by a ) increase by 1.
Alignment: Chaotic good. You act as your conscience directs, with little
regard for what others expect. You hold your own freedom high, but not
above the lives of the people your care for.

Wood elf ranger (outlander), page 2 of 3 TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Natural Explorer. You are a master of
navigating the natural world. This grants you
the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you gain the following benefits
when traveling through wilderness for an hour
or more:
• Difficult terrain doesn’t slow your group’s
travel.
• 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 exact number, their sizes, and how long
ago they passed through the area.

FEATURES & TRAITS - CONTINUED

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All other original material in this work is copyright 2023 by Rinse-Jan Donker and published under the
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