Wood Elf · Ranger (Gloom Stalker) · Outlander (Forester) · True Neutral
Proficiency Bonus
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Passive Perception
Not inspired
Inspired
Reroll one d20 once before the outcome.
Armor: Light, Medium, Shields (no Heavy)Weapons: Simple, Martial · species: longsword, shortsword, shortbow, longbowTools: Wooden Flute
Studded Leather
Speed
Climb
Swim
Fly
Dark Vision
120ft
Blinded
Charmed
Deafend
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Petrified
Poisoned
Prone
Restrained
Stunned
Unconscious
Martial Ranged · 150 / 600 ft
Atk +8 · Dmg 2d8 + 4 piercing
Includes +2 from Archery
Notes…
Atk +8 · Dmg 1d8 + 4 piercing
Heavy, Two-Handed, Ammunition
Martial Melee · 5 ft
Atk +6 · Dmg 1d6 + 4 slashing
Finesse, Light (off-hand capable)
1st
Hunter's Mark
IdleNo active concentration.
ActiveOn damage: CON save vs DC 10 or half damage taken, whichever is higher.
1st · 1 bonus · 90 ft · Conc. 1 hr
+1d6 damage per hit
+1d6 damage per hit.
1st · 1 action · Self · 1 hr
Magical disguise. Subclass bonus.
1st level - 1 bonus actionRange: SelfConcentration 1 min
STR save: restrained + 1d6 piercing at beginning of target's turn
1st · 1 bonus · Self · Conc. 1 min
STR save or 1d6 piercing + restrained.
Next ranged hit does 1d10 AoE (DEX save half).
1st · 1 action · Touch
Heal 2d8 + WIS HP.
1st · 1 action · Self · 10 min
Ritual. Communicate with beasts.
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Prerequisite: Elf or Half-Elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Use mastery properties of 2 weapons [Longbow, Shortsword] you are proficient with. Can swap on long rest.
60 ft base, 90 ft total with Umbral Sight. See in dim light as if bright, in darkness as if dim (shades of gray).
Outlander background. Recall general layout of terrain/settlements. Find food + fresh water for up to six people per day where land supports it.
Ignore half and three-quarters cover. No disadvantage at long range. Before an attack with a ranged weapon you are proficient with, take -5 attack for +10 damage.
Hunter's Mark always prepared. Cast without a slot twice per long rest (scales with Ranger level).
ADV on saves vs charmed. Magical sleep cannot affect you.
Expertise in Perception. Two extra languages (chapter 2 list).
Proficiency in Perception.
+2 to attack rolls with ranged weapons.