Elf As an elf, you have the following racial traits. Ability Score Adjustment: Your Dexterity score increases by 1. Size: Medium. Speed: 30 feet. Low-Light Vision: You can see in dim light as well as you do in bright light. Elf Weapon Training: You have proficiency with the long sword, short sword, shortbow, and longbow. Keen Senses: You have advantage on Wisdom (Perception) checks. Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep. Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages: You can speak, read, and write Common and Elvish. wood elf Ability Score Adjustment: Your Wisdom score increases by 1. Fleet of Foot: Your speed increases by 5 feet Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. ranger Proficiency —Spells per Day— Level Bonus Features 1 2 3 4 5 1 +1 Tracking — — — — — 2 +1 Favored Enemy, Fighting Style — — — — — 3 +2 Spellcasting 3 — — — — 4 +2 Ability Score Improvement 3 — — — — 5 +2 Extra Attack 4 2 — — — 6 +2 Natural Explorer 4 2 — — — 7 +3 Favored Enemy Feature 4 3 — — — 8 +3 Ability Score Improvement, Land’s Stride 4 3 — — — 9 +3 — 4 3 2 — — 10 +3 Hide in Plain Sight 4 3 2 — — 11 +4 Favored Enemy Feature 4 3 3 — — 12 +4 Ability Score Improvement 4 3 3 — — 13 +4 — 4 3 3 1 — 14 +4 Master Stalker 4 3 3 1 — 15 +5 Favored Enemy Feature 4 3 3 2 — 16 +5 Ability Score Improvement 4 3 3 2 — 17 +5 — 4 3 3 3 1 18 +5 Unmatched Hunter 4 3 3 3 1 19 +6 Feral Senses 4 3 3 3 2 20 +6 Terrain Superiority 4 3 3 3 2 Background: Guide Equipment Studded leather armor, two short swords,longbow, 20 arrows, adventurer’s kit, and 45 gp Armor Price Armor Class (AC) Speed Stealth Weight Studded leather 25 gp 13 + Dex modifier (max 2) — — 13 lb. Name Price Damage Weight Properties Short sword 10 gp 1d6 piercing 2 lb. Finesse, light Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Item Price Weight Adventurer’s kit 9 gp 39 lb. Arrows (20) 1 gp 3 lb. Adventurer’s Kit. This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack loaded with a healer’s kit, a mess kit, a tinderbox, ten torches, ten days of rations, and a waterskin. In addition, 50 feet of hempen rope are strapped to the pack. Backpack. This leather pack can hold up to 1 cubic foot of material, or about 30 pounds of gear. You can also strap items such as a bedroll or a coil of rope to the outside of the pack. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. You can expend one use of the kit, as an action, to stabilize a creature that has 0 hit points. If you have proficiency with a healer’s kit, expending a use of the kit lets you add your proficiency bonus to your Wisdom (Medicine) check to administer other sorts of first aid. Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl Tinderbox. This small container holds flint, firesteel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Lighting a torch with the flint and steel takes an action, and lighting any other fire takes at least that long. Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light in a 40-foot radius. Rations. Compact, dry, high-energy foods, suitable for extended travel, rations include jerky, dried fruit, hardtack, and nuts. Waterskin. A waterskin can hold up to 4 pints of liquid. Rope, Hempen. Rope has 2 hit points and can be burst with a DC 17 Strength check. Hit Points Hit Dice: 1d10 per ranger level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Mounts (land) Saving Throws: Dexterity, Wisdom Skills: Choose three from Animal Handling, Athletics, Nature, Perception, Stealth, and Survival ------------------> athletics ------------------> survival ------------------> perception Tracking You can spend 1 minute to track other creatures. you succeed automatically, except in the following circumstances: • More than 24 hours have passed since the creatures passed. • The creatures intentionally obscured their trail. • Weather, such as snow or heavy rain, has obscured the trail. • The terrain, such as a river or hard rock, makes discerning a trail difficult. • Many creatures have traveled through the area, such as along a road or inside a city. In such circumstances, a successful Wisdom check against a DC set by the DM is required to track. If you track successfully, you discern whether creatures have passed through the area within 100 feet of you. You learn the number of creatures and their sizes, when they passed through, and the direction they were traveling. Based on the age and arrangement of the tracks, you can tell the difference between separate groups. If you successfully navigate while exploring, you can also follow tracks. Wisdom is your magic ability for your ranger spells. The DC to resist one of your spells equals 8 + your Wisdom modifier. WHAT FROM8 IS PLUS FINAL STR 4 12 0 10 DEX 5 13 1 14 CON 7 14 0 14 INT 3 11 0 14 WIS 9 15 1 15 CHA 2 10 0 10 Armor Price Armor Class (AC) Speed Stealth Weight Shield 10 gp +2 — — 8 lb. Studded leather 25 gp 13 + Dex modifier (max 2) — — 13 lb. Navigator’s Tools. This kit contains a variety of instruments used for navigation, both over land and sea. If you are proficient in navigator’s tools, you can add your proficiency bonus to any Wisdom (Survival) check you make to avoid getting lost Tent. A simple and portable canvas shelter, a tent sleeps two. Horse. A typical riding horse can carry one rider and most of the typical adventurer’s supplies at a speed of 60 feet. If you have proficiency with land mounts, you can add your proficiency bonus to ability checks you make to control a horse under difficult circumstances. Tent 2 gp 20 lb. Navigator’s tools 25 gp 2 lb. Bedroll 1 gp 5 lb. Clothes, traveler’s 2 gp 4 lb. winter Blanket 5 sp 3 lb. Trait – 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.