| +4 Expertise Bonus | +2 Proficiency Bonus |
| Pr | Bonus | Skill | Abi |
|---|---|---|---|
| +6 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +0 | Arcana | INT | |
| +3 | Athletics | STR | |
| +1 | Deception | CHA | |
| +0 | History | INT | |
| +5 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +0 | Investigation | INT | |
| +3 | Medicine | WIS | |
| +0 | Nature | INT | |
| +5 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +0 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +5 | Survival | WIS |
| Pr | Bonus | Skill | Abi |
|---|---|---|---|
| +2 | Navigator's Tools | INT | |
| +3 | Lute | CHA | |
| +3 | Land Vehicles | STR |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Shortsword | +6 | DEX | 1d6+4 | Piercing | ||
| Finesse, Light, Disarm | ||||||
| Shortsword | +6 | DEX | 1d6+4 | Piercing | ||
| Finesse, Light, Disarm | ||||||
| W | T | Armor | Base AC | D | Properties |
|---|---|---|---|---|---|
| Scale Mail | 14 | Noisy |
Explorer's Pack
Longbow and quiver of 20 arrows
Two Shortswords
Scale Mail
Languages: Common, Elvish
Background Talent - Physical Fortitude
You’ve fortified yourself against physically debilitating effects. You gain these benefits:
• Once per turn, when you fail a STR or CON save, you can expend one of your hit dice to reroll the save. You must take the new result.
• When you start your turn blinded, deafened, restrained, or poisoned, you gain 1 Luck.
• You have advantage on checks and saves to avoid being knocked prone, pulled, or pushed.
CANOPY WALKER
-Grove Heritage Feature-
You have a climbing speed equal to your walking speed.
NATURE'S CAMOUFLAGE
-Grove Heritage Feature-
You have advantage on DEX (Stealth) checks made while you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. While in such conditions, you can always attempt to take the Hide action, even if circumstances would not normally allow you to do so.
EXPLORER
-1st-Level Ranger Feature-
Your ability to deal with environmental challenges is unmatched. You gain the following benefits:
• You gain either a climbing speed or swimming speed equal to your base movement speed.
• You have advantage on checks to track a creature.
• Your speed isn’t halved when you move through nonmagical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.
MYSTIC MARK
-1st, 6th, 13th, and 17th-Level Ranger Feature-
When you hit a creature with an attack roll, you can mystically mark it as your favored quarry. The creature remains marked for 1 minute, until you use this feature to mark a different creature, or until you become incapacitated. While a creature is marked (including for the attack that triggered the mark), you deal an extra 1d4 damage to it (of the same damage type as the weapon) each time you successfully hit it with a weapon attack. You can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest. This extra damage increases as you gain ranger levels, becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th.
MARTIAL ACTION
-2nd-Level Ranger Feature-
Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature. (Quick Strike)
Quick Strike
-Requires Wielding Two Light Weapons-
After you take the Attack action on your turn and attack with a Light melee weapon that you’re holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you’re holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don’t add your ability modifier to the damage of these additional attacks unless the modifier is negative.
SPELLCASTING 2nd-Level Ranger Feature At 2nd level, you enhance your martial prowess with the ability to cast Primordial spells.
-Casting Spells-
You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell’s circle or higher. You don't need to prepare spells ahead of time. The Ranger Progression table shows how many spells you know and how many Primordial spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell animal friendship and have a 1st-circle and a 2nd-circle spell slot available, you can cast animal friendship using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining. You regain all used spell slots when you finish a long rest.
-Spells Known of 1st Circle and Higher-
At 2nd level, choose two 1st-circle spells from the Primordial spell list that you know. The Spells Known column of the Ranger Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 5th level as a ranger, you can learn one new Primordial spell from the 1st or 2nd circle. In addition, when you gain a level of ranger, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.
-Spellcasting Ability-
Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:
Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier Spell attack modifier = your proficiency bonus (PB) + your WIS modifier.
-Spellcasting Focus-
You can use a druidic focus (see Adventuring Gear in Chapter 5) as a spellcasting focus for your Primordial spells.
A trapper and hunter from The Gale, the recent sightings of strange creatures in the Woven Forest has brought Galharis southeast to Duunatel in search of information as to their origins. Growing up alongside the settlement, his widespread knowledge of Northern Ocruan is focused on the Woven Forest, with a deep connection to its soul and secrets.
However, this "Cover Story" obscures his actual home of Aelangara, hidden deep within the Woven Forest and obscured from the eyes of the Council and the continent at large by a screening invocation of soul magic. His goals and motivations are honest, but his origins are kept hidden from all but the most trusted, as any discovery of his community could potentially trigger its ruin.