5th Edition Character Sheet
Skills
Racial
Darkvision 60ft
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility: Proficiency in two skills.
Class
Favored Enemy, Monstrosities: Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.
Natural Explorer: 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking.
Fighting Style, Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Spellcasting: 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. You regain all expended spell slots when you finish a long rest.
Primeval Awareness: 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 favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Favored Enemy, Beasts: You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Land's Stride: Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight: You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Vanish: You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Favored Enemy, Fiends: You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
[b]Darkvision[/b] 60ft
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Skill Versatility:[/b] Proficiency in two skills.
[b]Class[/b]
[b]Favored Enemy, Monstrosities:[/b] Advantage on Survival checks to track favored enemy, and Intelligence checks to recall info about them. Also learn a language of your favored enemy.
[b]Natural Explorer:[/b] 2x proficiency when using an Intelligence or Wisdom check with a skill you're proficient in while navigating your favored terrain. When traveling in favored terrain, ignore difficult terrain, cannot become lost (except by magic), remain alert to danger when doing other activities, can move stealthily alone at a normal pace, find twice as much forage, learn exact number/size/time they passed when tracking.
[b]Fighting Style, Archery:[/b] You gain a +2 bonus to attack rolls you make with ranged weapons.
[b]Spellcasting:[/b] 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. You regain all expended spell slots when you finish a long rest.
[b]Primeval Awareness:[/b] 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 favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
[b]Extra Attack:[/b] You can attack twice, instead of once, whenever you take the Attack action on your turn.
[b]Favored Enemy, Beasts:[/b] You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
[b]Land's Stride:[/b] Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
[b]Hide in Plain Sight:[/b] You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
[b]Vanish:[/b] You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
[b]Favored Enemy, Fiends:[/b] You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Languages: Common, Elvish, Draconic
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