Attack Bonus Your extensive training makes you deadly on the battlefield. You are also more accurate and more deadly than many other combatants.
Benefit: You gain a +2 bonus (@Level 3) to your attack roll when you're using a weapon with which you have proficiency. This bonus increases as you gain levels, as noted on the Ranger table.
Track Rangers are expert trackers, and learn to recognize trail signs and other indicators of other creatures in most natural environments.
Benefit: You gain the Track feat as a bonus feat.
Favored Enemy Rangers are hunters, and as a hunter you must know your quarry. The wild areas that you patrol are often infested with monsters. One particular type of monster has earned your enmity.
Benefit: Brute Hunter
Brute Hunter: Humanoid Lore (1st level) You have advantage on Intelligence checks to recall lore about gnolls, goblinoids, and orcs.
Brute Hunter: Pack Awareness (1st level) If you are not surprised at the start of combat, creatures of your choice within 25 feet of you are also not surprised, provided that those creatures are concious.
Brute Hunter: Weave through the Fray (2nd level) Opportunity attacks against you have disadvantage.
Spellcasting The Level 3 Ranger can cast and prepare 3 spells/day
Saving Throw DCs: 12 (10 + Wisdom modifier(+1) + Spellcasting bonus(+1))
Racial Traits: High Elf
Low Light Vision You can see in dim light as well as you do in bright light.
Keen Senses You have advantage on all Wisdom checks to listen and spot.
Free Spirit You are immune to the charmed condition and to any effect that would put you to sleep.
Trance Elves do not sleep, they meditate 4 hours/day. After resting in this way, they gain the same benefit that a human does from 8 hours of sleep.
Languages Common and Elven
Cantrip You know one Cantrip of your choice from the wizard's cantrip list. Intelligence is your magic ability for it.
Dual Wielding (Martial Feat) You are skilled at fighting with two weapons at once - a light weapon in one hand and a heftier weapon in the other.
Benefit: When you fight with two melee weapons at the same time, one of them doesn't need to be a light weapon, provided you are proficient with both weapons
Track (Expert Feat) You can follow the path that one or more creatures have taken.
Benefit: You can spend 1 minute looking for signs of other creatures' passage. You detect if any creatures have passed through the immediate vicinity (100 feet around you) within the last 24 hours. You learn the number of creatures, their sizes, and the speed and direction they were traveling.
Weapon Mastery (Martial Feat) Your skill with weapons has been honed over the course of many battles, allowing you to further refine your talents
Benefit: When you attack with a weapon and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage.
Light(Evocation Cantrip) You cause an object you touch to shine with light for a time.
Casting Time: 1 action Range:Touch Duration: 1 hour Effect: You touch an object. Until the spell ends, the object emits bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends early if you dismiss it (no action required) or cast it again. The light can be colored as you like and can be covered by an opaque object.
Cure Wounds(1st level Conjuration) You channel positie energy into an injured creature to mend its wounds.
Casting Time: 1 action Range: Touch Duraction: Instanteneous Effect: You touch a living creature, and that creature regains 2d8 + 2 hit points. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing inscreases by 2d8 for each level above 1st.
Studded Leather Armor (25 gp)
Scimitar (25 gp)
Longbow (50 gp)
Quiver (20 arrows) (1 gp)
Adventurer's Kit (9 gp)
This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack, a healer's kit, a mess kit, 50 feet of silken rope, a tinderbox, ten torches, ten days of rations, and a waterskin.