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Elf Ranger 1

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0% found this document useful (0 votes)
69 views3 pages

Elf Ranger 1

Uploaded by

Carlos Netto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Confidential

 information  of  Wizards  of  the  Coast  LLC.  


Do  not  distribute.  

Level  1  Elf  Ranger  


AC  15   Hit  Points  13   resting  in  this  way,  you  gain  the  same  benefit  that  a  
Speed  35  ft.   Hit  Dice  1d10   human  does  from  8  hours  of  sleep.  
 
Strength   10   (+0)   Class:  Ranger  
Dexterity   17   (+3)     Armor  and  Weapon  Proficiencies:  Light  and  
medium  armor,  shields,  and  all  simple  and  martial  
Constitution   14   (+2)  
weapons  
Intelligence   12   (+1)     Favored  Enemy  (Brute  Hunter):  You  have  
Wisdom   14   (+2)   hunted  orcs,  goblins,  and  other  evil  humanoids  that  
Charisma   8   (–1)   despoil  the  land.  Such  brutes  rely  on  numbers  to  
overrun  their  victims.  Thus,  you  have  learned  how  
Attacks   to  fight  well  while  outnumbered.  
Rapier  +4;  1d8  +  3  piercing  damage     You  gain  the  following  feature.  
    Pack  Awareness:  If  you  are  not  surprised  at  the  
Longbow  +4;  1d8  +  3  piercing  damage  (150  ft/600   start  of  combat,  creatures  of  your  choice  within  25  
ft)   feet  of  you  are  also  not  surprised,  provided  that  
those  creatures  are  conscious.  
Skills     Spellcasting:  You  can  prepare  up  to  two  spells  
  Skills:  Climb,  recall  lore  (subterranean  lore),   per  day.  You  have  two  1st-­‐level  spell  slots  that  you  
spot,  and  swim.   can  use  to  cast  1st-­‐level  spells  you’ve  prepared.    
  Keen  Senses:  You  have  advantage  on  all     Spell  Preparation:  You  must  prepare  your  spells  
Wisdom  checks  to  listen  and  spot.   before  casting  them.  After  a  long  rest,  you  regain  all  
  Humanoid  Lore:  You  have  advantage  on   your  spell  slots.  You  can  choose  any  spell  from  the  
Intelligence  checks  to  recall  lore  about  gnolls,   ranger’s  spell  list,  provided  you  can  cast  ranger  
goblinoids,  and  orcs.   spells  of  that  level.  
  Preparing  your  spells  requires  time  spent  in  
Race:  Wood  Elf   meditation:  at  least  one  minute  per  spell  level  for  
  Languages:  Common,  Elvish   each  spell  you  prepare.  You  can  choose  to  prepare  
  Low-­Light  Vision:  You  can  see  in  dim  light  as   spells  from  the  following  1st-­‐level  ranger  spell  list.  
well  as  you  do  in  bright  light.    
  Elf  Weapon  Training:  You  are  proficient  with   Level  1  Spells  
the  long  sword,  short  sword,  shortbow,  and   Animal  Friendship  
longbow.   Cure  Wounds  
  Free  Spirit:  You  are  immune  to  the  charmed   Fog  Cloud  
condition  and  to  any  effect  that  would  put  you  to   Goodberry  
sleep.   Hunter’s  Mark  
  Mask  of  the  Wild:  You  can  attempt  to  hide  even   Longstrider  
when  you  are  only  lightly  obscured  by  foliage,  
heavy  rain,  falling  snow,  mist,  and  other  natural     Saving  Throw  DCs:  When  a  ranger  spell  that  you  
phenomena.   cast  calls  for  a  saving  throw,  the  save  DC  equals  13.  
  Trance:  Elves  do  not  need  to  sleep.  Instead,  they     Track:  You  can  spend  1  minute  looking  for  signs  
meditate  deeply  for  4  hours  a  day.  (The  Common   of  the  passage  of  other  creatures.  You  detect  if  any  
word  for  such  meditation  is  “trance.”)  While   creatures  have  passed  through  the  immediate  
meditating,  you  can  dream  after  a  fashion;  such   vicinity  (roughly  100  feet  around  you)  within  the  
dreams  are  actually  mental  exercises  that  have   last  week.  You  learn  the  number  of  creatures,  their  
become  reflexive  through  years  of  practice.  After   sizes,  the  speed  and  direction  they  were  traveling,  
and  can  follow  those  creatures’  path.  

D&D  Next  Playtest   ©2013  Wizards   1  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

  Under  certain  circumstances,  the  Dungeon  


Master  may  ask  for  a  Wisdom  check  to  detect  the  
signs  of  passage.  Such  circumstances  include:  
• If  the  creatures  intentionally  obscured  their  trail.  
• If  the  weather  has  since  obscured  their  trail  
(hard  rains,  heavy  snows,  wind-­‐blown  sands,  
etc.).  
• If  the  terrain  makes  discerning  a  trail  difficult  
(for  example,  over  a  river,  or  a  solid  rock  shelf).  
• If  the  area  is  heavily  traveled  by  many  creatures  
(such  as  along  a  road  or  inside  a  city).  

Background:  Guide  
  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.  

Equipment  
Studded  leather  armor,  rapier,  longbow,  quiver,  60  
arrows,  a  belt  pouch  containing  34  gp  and  4  sp,  and  
an  adventurer’s  kit  consisting  of  a  backpack,  a  
healer’s  kit,  a  mess  kit,  50  feet  of  hempen  rope,  a  
tinderbox,  ten  torches,  ten  days  of  rations,  and  a  
waterskin  

D&D  Next  Playtest   ©2013  Wizards   2  


Confidential  information  of  Wizards  of  the  Coast  LLC.  
Do  not  distribute.  

Spells  for  Pre-­‐Generated  Ranger  Character  


 
Animal  Friendship   until  a  wind  with  a  speed  of  11  miles  per  hour  or  
1st-­level  enchantment   more  disperses  it.  
  At  Higher  Levels:  When  you  cast  this  spell  using  
Your  magic  grants  you  the  ability  to  befriend   a  spell  slot  of  2nd  level  or  higher,  the  radius  of  the  
beasts  and  other  natural  animals.  In  your   mist  increases  by  20  feet  for  each  level  above  1st.  
presence,  they  become  calm  and  docile,  and  may  
even  do  your  bidding.   Goodberry  
  Casting  Time:  1  action   1st-­level  transmutation  
  Range:  25  feet  
  Duration:  24  hours   You  draw  life-­‐giving  magic  into  a  handful  of  
  Effect:  Choose  a  beast  within  range  that  can  see   berries.  
and  hear  you.  If  the  beast’s  Intelligence  is  4  or     Casting  Time:  1  action  
higher,  the  spell  fails.  Otherwise,  the  beast  must     Range:  Touch  
succeed  on  a  Wisdom  saving  throw  or  be  charmed     Duration:  24  hours  
by  you  until  the  spell  ends.  If  you  or  one  of  your     Effect:  Up  to  ten  berries  in  your  hand  become  
companions  harms  the  target,  the  spells  ends   magical  for  the  duration.  A  creature  can  use  its  
early.   action  to  eat  one  berry  or  feed  it  to  someone  else.  
  Material  Components:  A  morsel  of  food  the   Eating  a  berry  restores  1  hit  point,  and  the  berry  
animal  likes.   provides  the  same  nourishment  as  a  meal.  

Cure  Wounds   Hunter’s  Mark  


1st-­level  conjuration   1st-­level  divination  

You  channel  positive  energy  into  an  injured   You  mystically  mark  your  foe  as  your  quarry.  
creature  to  mend  its  wounds.   Where  it  goes,  you  follow,  and  when  you  strike  it,  
  Casting  Time:  1  action   you  do  so  with  supernatural  skill.  
  Range:  Touch     Casting  Time:  Swift  
  Duration:  Instantaneous     Range:  100  feet  
  Effect:  You  touch  a  living  creature,  and  that     Duration:  Concentration,  up  to  1  hour  
creature  regains  2d8  +  2  hit  points.     Effect:  Choose  a  creature  within  range.  Until  the  
  At  Higher  Levels:  When  you  cast  this  spell  using   spell  ends,  your  attacks  deal  1d6  extra  damage  to  
a  spell  slot  of  2nd  level  or  higher,  the  healing   that  creature,  and  you  have  advantage  on  any  
increases  by  2d8  for  each  level  above  1st.   ability  check  you  make  to  search  for  it.  

Fog  Cloud   Longstrider  


1st-­level  conjuration   1st-­level  transmutation  

You  call  forth  the  power  of  air  and  wind  to  draw  a   Your  spell  bestows  the  gift  of  swiftness  to  one  
thick  mist  from  the  Elemental  Plane  of  Air.  You   creature.  
can  baffle  foes  in  the  shrouds  of  this  mist  and     Casting  Time:  1  action  
make  your  escape  or  lure  your  enemies  into  a  trap.     Range:  Touch  
  Casting  Time:  1  action     Duration:  1  hour  
  Range:  100  feet  
  Effect:  Touch  a  creature  that  is  not  
  Duration:  Concentration,  up  to  1  hour  
affected  by  this  spell.  Until  the  spell  ends,  that  
  Effect:  You  create  a  20-­‐foot-­‐radius  cloud  of  fog  
creature’s  speed  increases  by  10  feet.  
centered  on  a  point  within  range.  The  cloud’s  area  
is  heavily  obscured.  It  lasts  for  the  duration  or  

D&D  Next  Playtest   ©2013  Wizards  

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