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