Ranger 1 Outlander
CLASS & LEVEL BACKGROUND PLAYER NAME
Wood elf Chaotic good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH I once ran twenty-five miles without
14 +3 35 feet stopping to warn my clan of an approaching
orc horde. I’d do it again if I had to.
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
12 PERSONALITY TRAITS
Hit Point Maximum 11
+3 Strength
Life is like the seasons, in constant change,
DEXTERITY
+5 Dexterity and we must change with it.
There is strength in numbers.
+3 +1 Constitution
CURRENT HIT POINTS IDEALS
+0 Intelligence
16 +3 Wisdom
I am the last of my tribe, and it is up to me
−1 Charisma to ensure their names enter legend.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1
+3 Acrobatics (Dex) Total 1d10 SUCCESSES There’s no room for caution in a life lived
13 +3 Animal Handling (Wis) to the fullest.
FAILURES
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +3 Athletics (Str)
−1 Deception (Cha)
+0 +0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. You see in dim light within a
Shortsword +5 1d6 + 3 piercing 60-foot radius of you as if it were bright light,
10 +5 Insight (Wis) and in darkness in that radius as if it were dim
−1 Intimidation (Cha) Longbow* +5 1d8 + 3 piercing light. You can’t discern color in darkness, only
shades of gray.
WISDOM +0 Investigation (Int)
Fey Ancestry. You have advantage on saving
+3 Medicine (Wis) throws against being charmed, and magic
+3 +4 Nature (Int) *You can shoot your longbow 150 feet, or up to can’t put you to sleep.
600 feet with disadvantage on the attack roll. Trance. Elves don’t need sleep. They
+5 Perception (Wis) meditate deeply, remaining semiconscious,
16 Favored Foe. When you hit a creature with an
−1 Performance (Cha) for 4 hours a day and gain the same benefit a
attack roll, you can mark the target as your
human does from 8 hours of sleep.
−1 Persuasion (Cha) favored enemy for 1 minute or until you loose
CHARISMA Mask of the Wild. You can attempt to hide
+0 Religion (Int) concentration. The first time on each on your
even when you are only lightly obscured by
turns that you hit the favored enemy and deal
−1 +3 Sleight of Hand (Dex) damage to it, including when you mark it, you
foliage, heavy rain, falling snow, mist, and
other natural phenomena.
+5 Stealth (Dex) can increase that damage by 1d4. You can use
Wanderer. You have an excellent memory for
8 this feature 2 times, and regain all expended
+5 Survival (Wis) maps and geography, and you can always recall
uses when you finish a long rest.
the general layout of terrain, settlements, and
SKILLS ATTACKS & SPELLCASTING 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
15 PASSIVE WISDOM (PERCEPTION) Leather armor, two shortswords, land offers berries, small game, water, and etc.
CP
longbow, quiver with 20 arrows,
backpack, bedroll, mess kit,
tinderbox, 10 torches, 10 days of
Proficiencies. Light armor, medium armor, SP
rations, waterskin, 50 feet of
shields, simple weapons, martial weapons,
hempen rope, staff, hunting
flute.
EP trap, trophy from an animal you
Languages. Common, Elvish, Halfling, Orc,
killed, set of traveler’s clothes,
Undercommon.
belt pouch, flute, six-sided die.
Deft Explorer. You are an unsurpassed GP 10
explorer and survivor. Your proficiency bonus
is doubled for any ability check you make that
uses the Nature skill. This benefit is included PP
in your Nature skill bonus.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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Elf Gaining Levels
Elves are a people of otherworldly grace, living in the world but not As you adventure and overcome challenges, you gain experience
entirely part of it. They live in places of ethereal beauty, in the midst points (XP), as explained in the rulebook.
of ancient forests or in silvery spires glittering with faerie light, where With each level you gain, you gain one additional Hit Die and add
soft music drifts through the air and gentle fragrances waft on the 1d10 + 1 to your hit point maximum.
breeze. Elves love nature and magic, art and artistry, music and poetry. You gain access to spells when you reach your 2nd level.
Elves can live over 700 years. They are more often amused than
excited, and more likely to be curious than greedy. They tend to remain Spellcasting Advancement
aloof and unfazed by petty happenstance, and they trust in diplomacy —Spell Slots per Spell Level—
and compromise to resolve differences before they escalate into violence Level Known Spells 1st 2nd 3rd
Most elves dwell in small forest villages hidden among the trees. 2nd 2 2 — —
Their contact with outsiders is usually limited, though a few elves
make a good living by trading crafted items for metals, which they have
3rd 3 3 — —
no interest in mining. 4th 3 3 — —
In the Forgotten Realms, your people are named wood elves. Also 5th 4 4 2 —
called wild elves, green elves, or forest elves, wood elves’ skin tends to be
copperish in hue, sometimes with traces of green. Their hair tends towards 2nd Level: 300 XP
browns and blacks, but is occasionally blond or copper-colored. Their eyes Fighting Style (Archery). At 2nd level, you gain a +2 bonus to attack rolls
are green, brown, or hazel. Wood elves are the most populous of you make with ranged weapons.
the elven races, they are also reclusive and distrusting of non-elves. Spellcasting. At 2nd level, you have learned to use the magical essence
of nature to cast spells. Wisdom is the spellcasting ability for your spells.
The saving throw DC to resist a spell you cast is 13. Your attack bonus
Elves are considered children until they declare themselves adults, when you make an attack with a spell is +5. You know two 1st-level spells
sometime after the hundredth birthday. Before this period, they of your choice from the ranger spell list as shown in the Spellcasting
are called by child names. On declaring adulthood, an elf selects Advancement table. You gain access to more spells and slots as you gain
an adult name. Every elf also bears a family name, typically a levels. When you do you can replace one spell with another spell from
combination of Elvish words. Some elves traveling among other the ranger spell list. See the rulebook for rules on casting your spells.
races translate their family names into Common.
3rd Level: 900 XP
Child Names: Ara, Bryn, Del, Innil, Lael, Mella, Naeris, Phann, Spells. You learn one more 1st-level spell of your choice.
Rael, Rinn, Syllin, Vall Primal Awareness. Beginning at 3rd level, you learn the 1st-level spell
speak with animals. This spell, and future spells gained with this feature,
Male Adult Names: Adran, Berrian, Carric, Erevan, Galinndan,
don’t count against the number of ranger spells you know. You can cast
Hadarai, Immeral, Paelias, Quarion, Riardon, Soveliss, Theren, each of these spells once without expending a spell slot. Once you cast a
Varis spell in this way, you can’t do so again until you finish a long rest.
Female Adult Names: Althaea, Bethrynna, Caelynn, Ielenia, Horde Breaker. At 3rd level, once on each of your turns when you make a
weapon attack, you can make another attack with the same weapon
Leshanna, Meriele, Naivara, Quillathe, Silaqui, Thia, Vadania,
against a different creature that is within 5 feet of the original target and
Valanthe, Xanaphia within range of your weapon.
Family Names (Common Translations): Amastacia (Starflower),
Galanodel (Moonwhisper), Liadon (Silverfrond), Meliamne
4th Level: 2,700 XP
Ability Score Improvement. Your Wisdom increases to 18, which has
(Oakenheel), Siannodel (Moonbrook), Ilphelkiir (Gemblossom)
the following effects:
• Your Wisdom modifier becomes +4.
• Your spell saving throw DC increases by 1.
Ranger • Your bonus for spell attacks increases by 1.
• Your modifier to Wisdom saving throws increases by 1.
Rangers are warriors of the wilderness and specialize in hunting the
• Your modifier to all Wisdom-based skills increases by 1.
monsters that threaten the edges of civilization. They learn to track their
• Because the modifier for your Perception skill increased, your passive
quarry as a predator does, moving steadily through the wilds and hiding
Wisdom (Perception) score increases by 1.
themselves in brush and rubble. Rangers focus their combat training on
techniques that are particularly useful against their specific favored foes.
5th Level: 6,500 XP
Spells. You now learn and are able to cast 2nd-level spells. You learn
Background one more spell of your choice of either 1st- or 2nd-level.
The last remaining member of your tribe, you are the epitome of the rugged Primal Awareness. Beginning at 5th level, in addition to the 1st-level spell
individualist. You know better than to ascribe qualities such as mercy or speak with animals you learn the 2nd-level spell beast sense.
bounty to the forests of your youth. There are a thousand ways to die in the Extra Attack. Beginning at 5th level, you can attack twice, instead of
wilderness, and you have survived through muscle, wits, and will. once, whenever you take the Attack action on your turn.
You grew up in the wilds, far from civilization and the comforts of town Proficiency Bonus. Your proficiency bonus increases to +3, which has
and technology. The wilds are in your blood. Even in places where you don’t the following effects:
know the specific features of the terrain, you know the way of the wild. • Your attack bonus increases by 1 for your spell attacks and for weapons
Personal Goal: Dispatch the Orc threat. While lodging near Neverwinter you’re proficient with.
you have heard of rumors of orc scouts near the old village of Conyberry • Your spell saving throw DC increases by 1.
along the Triboar Trial. Because of your past with these foul creatures you • Your modifier for saving throws and skills you are proficient with in
have sworn vengeance against all orcs in the northwest of fearûn and you (indicated by a ) increase by 1. Your deft explorer feature means your
have taken the task of eliminating these wicked creatures upon yourself. bonus for the Nature skill increases by 2 instead.
• You can now use the Favored Foe feature 3 times per long rest.
You guess some villagers or travellers around Phandalin would have more
• Because the modifier for your Perception skill increased, your passive
information for you about the orcs’ current hideout.
Wisdom (Perception) score increases by 1.
Alignment: Chaotic good. You act as your conscience directs, with little
regard for what others expect. You hold your own freedom high, but not
above the lives of the people your care for. Improving Your Armor
As you acquire treasure, you can buy better armor to improve your
Armor Class. The rulebook contains equipment, including armor.
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