Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
| Roll a d8 1d8 | Personality Trait | |||
|---|---|---|---|---|
1 |
I'm driven by a wanderlust that led me away from home. | |||
2 |
I watch over my friends as if they were a litter of newborn pups. | |||
3 |
I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to. | |||
4 |
I have a lesson for every situation, drawn from observing nature. | |||
5 |
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. | |||
6 |
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. | |||
7 |
I feel far more comfortable around animals than people. | |||
8 |
I was, in fact, raised by wolves. |
| Roll a d6 1d6 | Ideal | |||
|---|---|---|---|---|
1 |
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) | |||
2 |
Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) | |||
3 |
Honour. If I dishonour myself, I dishonour my whole clan. (Lawful) | |||
4 |
Might. The strongest are meant to rule. (Evil) | |||
5 |
Nature. The natural world is more important than all the constructs of civilisation. (Neutral) | |||
6 |
Glory. I must earn glory in battle, for myself and my clan. (Any) |
| Roll a d6 1d6 | Bond | |||
|---|---|---|---|---|
1 |
My family, clan, or tribe is the most important thing in my life, even when they are far from me. | |||
2 |
An injury to the unspoiled wilderness of my home is an injury to me. | |||
3 |
I will bring terrible wrath down on the evildoers who destroyed my homeland. | |||
4 |
I am the last of my tribe, and it is up to me to ensure their names enter legend. | |||
5 |
I suffer awful visions of a coming disaster and will do anything to prevent it. | |||
6 |
It is my duty to provide children to sustain my tribe. |
| Roll a d6 1d6 | Flaw | |||
|---|---|---|---|---|
1 |
I am too enamoured of ale, wine, and other intoxicants. | |||
2 |
There's no room for caution in a life lived to the fullest. | |||
3 |
I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. | |||
4 |
I am slow to trust members of other races, tribes, and societies. | |||
5 |
Violence is my answer to almost any challenge. | |||
6 |
Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Chimaera: due to the practice of drinking monsters blood wild elves have gained chimaeric properties allows them to have animalistic traits. This gives the player a variety of choices to give them an advantage, examples being: cat eyes=darkvision, claws, fangs, scales, ect. Advantage on all poison saves. Low darkvision by default. Keen senses: has proficiency with the perception skill.
Languages. Common, wild elf, naga (maybe)
| +1 | Strength |
| +6 | Dexterity |
| +3 | Constitution |
| +3 | Intelligence |
| +2 | Wisdom |
| +2 | Charisma |
| +22 | Acrobatics |
| +0 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +0 | Deception |
| +0 | History |
| +0 | Insight |
| +0 | Intimidation |
| +0 | Investigation |
| +0 | Medicine |
| +0 | Nature |
| +0 | Perception |
| +0 | Performance |
| +0 | Persuasion |
| +0 | Religion |
| +0 | Sleight of Hands |
| +0 | Stealth |
| +0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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