Human
Skills - Intimidation
Feat - Great Weapon Master
Language – Common, Miniature Giant Space Hamster
Ranger
Favored Enemy: Gnolls, Orcs, Undead, Evil. You gain the following benefits:
- You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
- You have advantage on Wisdom (Survival) checks to track your favored enemies
- You have advantage on Intelligence checks to recall information about them.
- You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Natural Explorer: Forest, Grassland, Hell. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel
- You have advantage on initiative rolls
- Your group can’t become lost except by magical means
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Fighting Style: Archery – You gain +2 bonus to attack rolls you make with ranged weapons
Ranger Archetype: Beastmaster.
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 creature’s location or number.
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 as 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 your are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once your 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.
Features & Traits