Medium humanoid (wood elf), chaotic good, ranger 4.
Tools: Flute.
Senses: Darkvision, Passive Perception 15
Languages: Common, Elvish, Draconic, Orc.
Armor Class 16 (Studded Leather)
Hit Points 32 (Hit Dice 4d10) Speed 35 ft.
STR 12 (+1) DEX 18 (+4) CON 13 (+1)
INT 10 (0) WIS 16 (+3) CHA 08 (-1)
Proficiencies (+2 proficiency bonus)
Saving Throws Str +3, Dex +6; advantage on saves against being charmed.
Skills Athletics +3, Insight +5, Nature +2, Perception +5, Stealth +6, Survival +5
Armour: Light, medium.
Weapons: Simple weapons, martial weapons.Actions
Attack. You can attack when you take this action, using the following:
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.
Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.
Handaxe. Ranged Weapon Attack +8 to hit, range 20/60 ft., one target. Hit 1d6 + 4 slashing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Primeval Awareness. Ranger feature.
Options
- Fey Ancestry. Wood Elf trait.
- Fey Ancestry. Mask of the Wild.
- Favored Enemy. Ranger feature.
- Natural Explorer. Ranger feature.
- Colossus Slayer. Hunter feature.
- Spellcasting. Ranger feature. Spell Save DC: 13
Spell Attack Modifier: +5 Spell Slots: 1st-level (3)
Spells Known
* 1st-level spells: goodberry, hunter’s mark, longstrider
Equipment
* Studded leather, shortsword, handaxe (2), longbow (with 60 arrows), explorer’s kit, hunting trap, flute, money (25 gp)
Background (Outlander)
You grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in your blood. Even in places where you don’t know the specific features of the terrain, you know the way of the wild.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Faction. You are a member of the Emerald Enclave, a group dedicated to maintaining the delicate balance between nature and civilization.
Personality Trait. I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde.
Ideal. Life is like the seasons, in constant change, and we must change with it.
Bond. I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw. There’s no room for caution in a life lived to the fullest.