· 8 years ago · Mar 19, 2018, 04:04 AM
1* Talk to DM about acrobatics (dex) vs athletics (str) vs athletics (dex), may swap skills around for either build.
2 * Main use case would be climbing short distances such as trees, buildings, or rocks where no sure footing exists with little to carry. Rather than say long jumps, carrying heavy loads up a rope or ladder, etc.
3
4
5# Appearance
6
7 * Size: Medium
8 * Age: 80 - 110
9 * Height: 5'6"
10 * Weight: 112lb
11 * Eye Colour: Green
12 * Skin Colour: Light Brown / tanned
13 * Hair Colour: Brown
14
15A young male elf of average height and a typical slender frame of light brown skin and copper coloured hair.
16
17Wears a padded leather top with linen arms, and linen trousers, with worn but well made leather boots. The overall colour being a dark green-blown, something that would clearly be easy to move in and blend in with the forest or dark. Not as thick as may be expected for the regions cold climate, suggesting a good deal of physical activity.
18
19Carrying a brown leather backpack of similar craft to his clothes, with a large bow and quiver. And on his right hip a scabbarded short sword.
20
21Appears comfortable with this equipment and move quickly and quietly without catching either the sword or bow on bushes, branches, or other obstructions.
22
23# Background
24## Known World History / Timeline
25Years after "awakening"/insert name/system here, BE, AD, etc. Character knowledge / events around mid to southern Starkhart.
26 * 0:
27 * Small groups "awaken" across the world in a seemingly empty space
28 * 50:
29 * First elven and dwarf nations built on natural abilities and magic. First human towns with growing population and technology.
30 * 100:
31 * First cities, some multi-cultural, some home to a dominent race.
32 * 1st generation humans are dead.
33 * 200:
34 * All first generation halflings are dead (from my characters point of view, I don't think would really think about this, only that none would have lived into the 700's)
35 * 350:
36 * All first generation dwarfs are dead.
37 * Humans by now likely care little about the beginning. Busy surviving or building empires.
38 * 500:
39 * All first generation gnomes are dead.
40 * 700:
41 * My character is born (see traits for general info)
42 * Few first generation elves remaining, none in my homeland.
43 * Village elders would remember those from the first generation however.
44 * 720:
45 * My character is physically mature, and would know various basic skills. However under elven society not experienced enough or mentally mature enough to be considered an adult.
46 * Mostly uneventful early years with little caring about whats outside the village. Maybe some goblins or orcs came too close and were driven off or killed, but nothing notable.
47 * Any humans I am likely to meet in the present would be born after this, such a short lived race
48 * 720-760:
49 * More relatively uneventful years of learning to fight, hunt, and various other skills in a time of peace and relaxation.
50 * Meet other elves, as well as humans and half-elves on the occasions they visit the village.
51 * Aware of the empire, but not really a concern for the community. Pay taxes/tribute in the form of raw materials and crafted goods
52 * 760-800:
53 * Aware of distant wars in the empire from travellers or other local settlements, but no one here is really interested. At least in the local areas while there has been recruitment drives, there has been no news of forced conscription.
54
55 And with few wood elves choosing to sign up and no empire demands there is really little reason to be interested.
56 * First opportunities to fish, and hunt alone outside the immediate area of the village.
57 * Some training encounters against goblins that encroached too near or dangerous beasts. But always with veteran elves leading the way.
58 * 800:
59 * My character is nearing or just reached adulthood (TBD).
60 * Curious about the world and unsatisfied with the answers, sets off seeking adventure. Elders claim that they told everything known from the village founders / 1st generation.
61
62## Village
63About a days travel on foot (25 miles or so) into deeper forests from the nearest of the outer human/empire villages.
64
65The village consists of various wooden structures among the trees or even built up the larger trees. Unlike the settlements of many, it is not surrounded by walls, not even a simple palisade. However magical wards and the ever vigilant watchmen, adept at hiding in trees, ensure that intruders are not unchallenged.
66
67The village is the centre for the wood elves in the region, and the only wood elf settlement likely to be known to or visited by outsiders. With a population of around a thousand, it is large for a wood elf settlement, although still tiny compared to many other standards.
68
69## School / Training
70 * Elvish
71 * Common, for the benefit of interacting with others.
72 * All Elves are taught from an early age to be proficient in fighting with both bows and swords. As well as key skills in scouting and laying ambushes.
73
74 Not only for use in hunting and fighting off the occasional wild beast that threatens the town, but because the low population of the wood elves means that every able body would be needed to fight off any force from the empire or, any other party that would threaten them.
75
76 If the odds do not favour fighting, moving quickly and quietly deeper into the forest and then meeting up at a safer location.
77* Some basic history about the Elves, the High Elves and Gods.
78* In later years, many learned specifically about hunting and travelling. Practical exercises would entail leaving the village for weeks and having to source safe food and water.
79* Others may have learned more about magic, likely as druids and rangers, rather than arcane magic or in service to a higher entity.
80
81## Family
82
83
84# World Notes
85
86# Race - Wood Elf
87 * +2 Dexterity
88 * +1 Wisdom (wood elf)
89 * Perception skill
90 * Speed: 35ft (wood elf)
91 * Darkvision: 60ft in dim light as if bright, and dark as if dim
92 * Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
93 * Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
94 * Languages: Common and Elvish.
95 * Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
96 * 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.
97
98## Racial Notes (Books / wiki)
99### Slender and Graceful
100
101With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. … They are more slender than humans, ...
102
103… Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
104
105
106
107### A Timeless Perspective
108
109Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, alves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply ro petty insults with disdain and to serious insults with vengeance.
110
111Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow and strategy.
112
113
114
115### Exploration and Adventure
116
117Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace…
118
119
120
121### Haughty but gracious
122
123...generally gracious even to those who fall short of their high expectations which is most non-elves....
124
125### Alignment
126
127Elves love freedom, variety, and self expression, so they lean strongly towards the gentler aspects of chaos…
128
129### Trance
130
131Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day (...). … After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
132
133
134### Wood Elf
135
136As a wood elf, you have keen senses and intuition, … In faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves.
137
138
139### SCAG Elves
140
141Skilled in both magic and warfare, the Tel’Qussir - “the People†as they call themselves - came to Faerûn ages ago, … The days of the great elven nations are now long past…
142
143### SCAG Wood Elves
144
145Sy’Tel’Quessir.
146
147Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves… Wood elves seek a quiet harmony, not domination, with the wider world.
148
149...Wood elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond.
150
151Some wood elves live in other elven communities and territories, where they serve as scouts, rangers and hunters.
152
153Despite seeing themselves as part of the world, wood elves don’t commonly emerge from their homes to encounter non-elves…. Adventurers, diplomats, couriers and those who pursue similar professions are exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.
154
155... more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.
156
157
158### Wiki Notes
159
160From the forgottenrealms wiki, using information from other books I do not own, like Races of Faerûn.
161
162#### Art and leisure
163
164Frequently, wood elven homes were made of natural fieldstone or carefully furnished wood, but on occasion wood elves were known to do without even these creature comforts, living in the limbs of mighty trees or sheltered caves, rejecting furniture or any possessions they couldn't carry with them.
165
166In keeping with their naturalistic inclination, wood elves were not particularly fine metalworkers and had no interest in developing any such skills. However, wood elves were among some of the world's finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning…. Wood elven leather armor also often doubled as camouflage, disguising a wood elven hunter from potential enemies.
167
168While wood elves felt it better to have a minimal impact on their surroundings, the race had no particular aversion to meat-eating and were passionate hunters...
169
170#### Magic and religion
171Wood elves were generally uncomfortable with most forms of magic, viewing wizards and other arcane spellcasters with no small amount of distrust. Clerics and other divine spellcasters fared little better in wood elven eyes, who saw their prayers as a useless call to distant and alien gods. However, wood elves were largely at ease with the ways of the primal magic used by druids, barbarians, shamans, and wardens, which they felt was the truest expression of supernatural power—or rather, a reflection of nature itself, used to protect the wilderness....
172
173# UA Ranger 2016 Comparison
174## Favored Enemy
175 * Pick group of enemies (beasts, fey, humanoids, monstrosities, or undead) rather than 2 specific races.
176 * +2 damage to **weapon** attacks against that enemy
177 * Advantage on survival checks to track or intelligence to for
178 * Dont get to pick additional favored enemy at levels 6 and 14th
179## Natural Explorer
180Now seems to effect all terrain rather than just 1 (and another at 6th and 10th level). Too far?
181
182## Primeval Awareness
183 * No longer uses a spell slot
184 * Can now communicate with beats to read mood and intent, etc. and insight on how to avoid fighting.
185 * Can detect any favored enemies within 5 miles, inculding direction and distance. PHB detects only certain rare creatures and not location or number.
186
187## Greater Favored Enemy
188New feature for level 6 instead of another favoured enemy and natural explorer.
189
190 * Pick one of aberrations, celestial, constructs, dragons, elementals, fiends, or giants.
191 * +4 damage
192 * Advantage on saving throws
193
194## Fleet of Foot
1958th level replacement for land's stride, only gives Dash as a bonus action (so weaker than level 2 rogue Cunning action which is Dash, Disengage or Hide).
196
197## Hunter
198Appears to be the same, just renamed Archetypes to Conclave.
199
200# Build - Rogue - Arcane Trickster
201## Concept
202With elf race can use longbows. Hide as a bonus action and Sneak Attack allow for advantage and extra damage on that single shot per turn.
203
204Expertise allows for a great stealth and perception score. Expertise in stealth makes up a little for not having Pass Without Trace early on, and without burning spell slots to use. Reliable talent later also means less mistakes.
205
206Both uncanny dodge and evasion allow for more opportunities to avoid some damage, rather than relying on heavy armour.
207
208Arcane trickster allow for magic, although it is only a 1/3rd caster, so would be looking for the Magic Initiate and Wood Elf Magic feats to focus it a little further that way with more spell freedom. Multiclassing does not seem a great idea because with Rogue levels only counting as 1/3rd, it would need to be several levels in a full caster.
209
210Sharpshooter and Elven Accuracy feats should help with any dedicated archer. Elven Accuracy also gives a convenient +1 to dexterity, reaching 20.
211
212## Level 2 Stats
213 * Hit points: 13 (`8 + 5 + 2 * constitution`)
214 * Speed: 35
215 * Sneak Attack: 1d6
216 * Saving: Dexterity, Intelligence
217 * Armour: Light
218 * Ability Scores
219 * Strength: 10 (+0)
220 * Dexterity: 19 (+4), `17 + 2 racial bonus`
221 * Constitution: 10 (+0)
222 * Intelligence: 14 (+2)
223 * Wisdom: 14 (+2), `13 + 1 racial bonus`
224 * Charisma: 8 (-1)
225 * Tools
226 * Thieve's Tools (Class)
227 * Instrument / Something Else (background)
228 * Skills
229 * Acrobatics (Class)
230 * Athletics (Background)
231 * Insight (Class)
232 * Investigation (Class)
233 * Perception Expert (Race)
234 * Stealth Expert (Class)
235 * Survival (Background)
236 * Languages
237 * Elvish (native)
238 * Common
239 * +1 background
240## Level 3 - Arcane Trickster
241## Level 4 - Feat
242
243## Spells
244### Cantrip: Mage Hand
245### Cantrip: Minor Illusion
246*Illusion cantrip*
247**Casting Time:** 1 action
248**Range:** 30 feet
249**Components:** S, M (a bit of fleece)
250**Duration:** 1 minute
251
252You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
253
254If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. the sound continues unabated throughout the duration, or you can make discrete sounds at difference times before the spell ends.
255
256If you create the image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
257
258If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
259
260### Cantrip: Prestidigitation
261*Transmutation cantrip*
262**Casting Time:** 1 action
263**Range:** 10 feet
264**Components:** V, S
265**Duration:** Up to 1 hour
266
267this spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
268
269 * You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
270 * You instantaneously light or snuff out a candle, a torch, or a small campfire.
271 * You instantaneously clean or soil an object no larger than 1 cubic foot.
272 * You chill, warm, or flavour up to 1 cubic foot of nonliving material for 1 hour.
273 * You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hour.
274 * You create a nonmagical trinket or illusory image that can fit in your hand and that lasts until the end of your next turn.
275
276If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
277
278### 1st Level: Silent Image
279*1st-level illusion*
280**Casting Time:** 1 action
281**Range:** 60 feet
282**Components:** V, S, M (a bit of fleece)
283**Duration:** Concentration, up to 10 minutes
284
285You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
286
287You can use your action to cause the image to move to any spot within range. as the image changes location, you can alter its appearance so that its movements appear natural for the image. for example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
288
289Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
290
291### 1st Level: Sleep
292*1st-level enchantment*
293**Casting Time:** 1 action
294**Range:** 90 geet
295**Components:** V, S, M (a punch of fine sand, rose petals, or a cricket)
296**Duration:** 1 minute
297
298This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
299
300Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
301
302Undead creatures immune to being charmed aren't affected by this spell.
303
304**At Higher Levels.** When you case this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
305
306### 1st Level Free Spell (level 3): Find Familiar
307*1st-level conjuration (ritual)*
308**Casting Time:** 1 hour
309**Range:** 10 feet
310**Components:** V, S, M (10gp worth of charcoal, incense, and herbs must be consumed by fire in a brass brazier)
311**Duration:** Instantaneous
312
313You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is celestial, fey, or fiend (your choice) instead of a beast.
314
315Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
316
317When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
318
319While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
320
321As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you cause it to reappear in any unoccupied space within 30 feet of you.
322
323you can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
324
325Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
326
327# Build - UA Ranger - Hunter
328## Concept
329Slightly less skills than a rogue, but favoured terrain provides for some interesting things. Favoured enemy maybe not so much.
330
331Sharpshooter and Elven Accuracy feats should help with any dedicated archer.
332
333Using the UA ranger there would be some far better early benefits, various advantages against humanoid enemies and for travelling.
334
335A lot of spells are concentration, which means Hunter's Mark is likely to be used most of the time that something special is not called for.
336
337Can get either uncanny dodge or evasion, but not until much later than Rogue and not both. But get more HP per level to offset.
338
339For a dex based build, medium armour provides little advantage over light without giving up stealth. Studded leather is eventually 12+5 while a breast plate is 14+2 for 400gp. Also I think leather is more in theme anyway.
340
341## Level 2 Stats
342 * Hit points: 16 + `2 * constitution`
343 * Speed: 35
344 * Saving: Dexterity, Strength
345 * Armour: Light, Medium, Shields
346 * Dexterity: +2
347 * Wisdom: +1
348 * Tools
349 * Thieve's Tools (Class)
350 * Ability Scores
351 * Strength: 10 (+0)
352 * Dexterity: 19 (+4), `17 + 2 racial bonus`
353 * Constitution: 10 (+0)
354 * Intelligence: 12 (+1)
355 * Wisdom: 16 (+3), `15 + 1 racial bonus`
356 * Charisma: 8 (-1)
357 * Skills
358 * Athletics (Background)
359 * Insight (Class)
360 * Investigation (Class)
361 * Perception Expert (Race)
362 * Stealth Expert (Class)
363 * Survival (Background)
364
365## Favored Enemy
366Humanoids (UA) else maybe Goblins and Orcs
367
368## Natural Terrain
369Forests (PHB)
370
371## Level 3 - Hunter
372
373## Spells
374### 1st Level: Hunter's Mark
375*1st-level divination*
376**Casting Time:** 1 bonus action
377**Range:** 90 feet
378**Components:** V
379**Duration:** Concentration, up to 1 hour
380
381You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
382
383### 1st Level: Hail of Thorns
384*1st-level conjuration*
385**Casting Time**: 1 bonus action
386**Range**: Self
387**Components**: V
388**Duration**: Concentration, up to 1 minute
389
390the next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
391
392**At Higher Levels.** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
393
394### 1st Level: Longstrider
395_1st-level transmutation_
396**Casting Time**: 1 action
397**Range**: Touch
398**Components**: V, S, M (a pinch of dirt)
399**Duration**: 1 hour
400
401You touch a creature. The target’s speed increases by 10 feet until the spell ends.
402
403**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
404
405### 2nd Level: Pass Without Trace
406*2nd-level abjuration*
407**Casting Time**: 1 action
408**Range**: Self
409**Components**: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
410**Duration**: Concentration, up to 1 hour
411
412A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
413
414
415# Background Stats
416
417**Customising a Background:**
418 * 2 skills
419 * 2 tools or languages
420 * 1 feature from an existing background
421## Outlander
422 * Athletics, Survival
423 * Instrument + language
424 * Equipment
425 * Staff
426 * Hunting trap
427 * A hunting trophy
428 * Traveler's clothes
429 * 10gp
430
431You grew up in the wilds, far from civilisation and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, weather you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
432### Feature: Wanderer
433You have an excellent memory for maps and geography, and you can always recall the general layout of the 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.
434
435
436# Class Stats
437## Ranger
438 * Hit Dice: d10
439 * Armour: Light, medium, shields
440 * Weapons: Simple, martial
441 * Saving throws: Strength, dexterity
442 * Skills: 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
443### Equipment
444 * Leather armour
445 * Two shortswords
446 * A dungeoneer's pack or an explorer's pack
447 * A longbow with a quiver of 20 arrows.
448### Spellcasting
449Spells known if total number of known spells. Can switch one known spell each level (in addition to learning new ones if gaining a slot).
450
451Spellcasting ability is wisdom.
452
453Regain spell slots on long rest.
454
455**Spell save DC** = 8 + proficiency + wisdom
456**Spell attack modifier** = proficiency + wisdom
457### Features
458 #### 1 - Favoured Enemy: Beasts, Goblins
459 You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them, as well as on Intelligence checks to recall information about them. Gain one language spoken by your favoured enemy.
460
461#### 1 - Natural Explorer: Forest
462When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skilled that you're proficient in.
463
464While travelling for an hour or more in your favoured terrain, you gain the following benefits:
465
466 * Difficult terrain doesn't slow your group's travel.
467 * Your group can't become lost except by magical means.
468 * Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
469 * If you are travelling alone, you can move stealthily at a normal pace.
470 * When you forage, you find twice as much food as you normally would.
471 * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
472
473#### 2 - Fighting Style: Archer
474You gain a +2 bonus to attack rolls you make with ranged weapons.
475
476#### 3 - Primeval Awareness
477Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
478
479#### 4, 8, 12, 19: Ability Score Improvement
480#### 5 - Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
481#### 8 - Lands Stride
482#### 10 - Hide in Plain Sight
483### Spells
484#### 1 - Cure wounds
485_1st-level evocation_
486**Casting Time:** 1 action
487**Range:** Touch
488**Components:** V, S
489**Duration:** Instantaneous
490
491A creature you touch regains a number of hit points equal to *1d8 + your spellcasting ability modifier*. This spell has no effect on undead or constructs.
492
493**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
494
495#### 1 - Hunter's Mark
496_1st-level divination_
497**Casting Time:** 1 bonus action
498**Range:** 90 feet
499**Components:** V
500**Duration:** Concentration, up to 1 hour
501
502You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
503
504**At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
505
506#### 1 - Longstrider
507_1st-level transmutation_
508**Casting Time**: 1 action
509**Range**: Touch
510**Components**: V, S, M (a pinch of dirt)
511**Duration**: 1 hour
512
513You touch a creature. The target’s speed increases by 10 feet until the spell ends.
514
515**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
516
517#### 2 - Pass Without Trace
518_2nd-level abjuration_
519**Casting Time**: 1 action
520**Range**: Self
521**Components**: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
522**Duration**: Concentration, up to 1 hour
523
524A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
525
526### Hunter
527 * 3 - Hunter's Prey: Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within ranger of your weapon.
528 * 7 - Escape the Horde. Opportunity attacks against you are made with disadvantage.
529 * 11 - Multiattack: Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
530
531## Rogue
532 * Hit Dice: d8
533 * Armour: Light
534 * Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
535 * Saving throws: Intelligence, dexterity
536 * Tools: Thieves' Tools
537 * Skills: 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
538### Equipment
539 * Leather armour
540 * Shortsword
541 * 2 daggers
542 * A burglar’s pack, dungeoneer's pack, or an exploerer's pack
543 * A shortbow with a quiver of 20 arrows.
544### Spellcasting (Arcane Trickster)
545Spells known if total number of known spells. Can switch one known spell each level (in addition to learning new ones if gaining a slot).
546
547Spellcasting ability is wisdom.
548
549Regain spell slots on long rest.
550
551**Spell save DC** = 8 + proficiency + wisdom
552**Spell attack modifier** = proficiency + wisdom
553
554### Features
555#### 1 - Expertise
556#### 1 - Sneak Attack
557Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
558
559You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
560
561You amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
562#### 1 - Thieves' Cant
563#### 2 - Cunning Action
564Starting at 2nd level, you quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
565#### Ability Score Improvement: 4, 8, 10, 12, 16, 19
566#### 5 - Uncanny Dodge
567Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
568#### 7 - Evasion
569Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
570#### 11 - Reliable Talent
571By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
572
573### Arcane Trickster
574#### Spellcasting
575**Cantrips**. 1st cantrip must be mage hand, 2 other from the wizard spell list.
576**
577
578## Ranger UA Revised 2016
579 * Hit Dice: d10
580 * Armour: Light, medium, shields
581 * Weapons: Simple, martial
582 * Saving throws: Strength, dexterity
583 * Skills: 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception. Stealth, and Survival.
584### Equipment
585 * Leather armour
586 * Two shortswords
587 * A dungeoneer's pack or an exploerer's pack
588 * A longbow with a quiver of 20 arrows.
589
590### Features
591#### 1 - Favored Enemy - Humanoids
592Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
593
594Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You hain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. additionally you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
595
596When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
597
598#### 1 - Natural Explorer
599You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
600
601 * You ignore difficult terrain.
602 * You have advantage on initiative rolls.
603 * On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
604
605In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
606
607 * Difficult terrain doesn't slow your group's travel.
608 * Your group can't become lost except by magical means.
609 * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
610 * If you are traveling alone, you can move stealthily at a normal pace.
611 * When you forage, you find twice as much food as you normally would.
612 * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
613
614#### 2 - Fighting Style - Archery
615You gain a +2 bonus to attack rolls you make with ranged weapons.
616
617#### 3 - Primeval Awareness
618Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
619
620You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic or any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
621
622You cannot use this ability against a creature that you have attacked within the psat 10 minutes.
623
624additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your facored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
625
626If there are multiple groups of your fabored enemies within range, you learn this information for each group.
627
628#### Ability Score Improvement 4, 8, 12, 16, 19
629
630#### 6 - Greater Favored Enemy
631At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Your bonus to damage rolls against all your favoured enemies increases to +4.
632
633Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
634
635#### 8 - Fleet of Foot
636Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
637
638#### 10 - Hide in Plain Sight
639#### 14 - Vanish
640
641### Hunter Conclave
642#### 3 - Hunter's Prey - Colossus Slayer
643Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
644#### 5 - Extra Attack
645#### 7 - Defensive Tactives - Escape the Horde
646Opportunity attacks against you are made with disadvantage.
647#### 11 - Multiattack - Volley
648You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
649
650
651## XG Ranger Archetypes
652### Gloom Stalker
653Gloom Stalkers are at home in the darkest places: depp under the earth, in gloomy alleyways, in primeval forests, and whereever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldy into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
654
655### Monster Slayer
656You have dedicated yourself to hunting down creatures of the night and wielders of grim magic...
657
658
659
660
661# Feats
662## Sharpshooter
663You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
664
665* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
666* Your ranged weapon attacks ignore half cover and three-quarters cover.
667* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
668
669## Lucky
670You have inexplicable luck that seems to kick in at just the right moment.
671
672You have 3 luck points.
673
674Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
675
676You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
677
678If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
679
680## Magic Initiate
681Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
682
683You learn two cantrips of your choice from that class’s spell list.
684
685In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
686
687Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
688
689### Elven Accuracy (XG)
690_Prerequisite: Elf or half-elf_
691
692The 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:
693
694* Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
695* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
696
697### Wood Elf Magic (XG)
698_Prerequisite: Elf (wood)_
699
700You learn the magic of the primeval woods.
701
702- You learn one Druid cantrip of your choice.
703- You also learn Longstrider and Pass without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.