
I don't miss.
word gets around quickly.
my ears hear everything.

Independence.
that is the mark of a ranger.
NAME: Zane Russel Trueman.
Alias: ???
NICKNAME: Russ. Z. Zanie.
OCCUPATION: Learning Ranger. Adventurer. Scout.
HEIGHT: 5'1"
AGE: 20
DOB: Sunatris 22, 333 3E.
WEIGHT: 97lbs
FIGURE: Somewhat muscular. Atheletic build.
HAIR COLOR: Brunette.
EYE COLOR: Hazel.
ORIENTATION: Heterosexual.
STATUS: Single.
AFFILIATION: Lawful Neutral.
NOTABLE TRAITS: Flaying scars along his back.
to be written.
The scout's attire. to be added.

Rise above the challenge.
Day or night, you cannot hide from my eyes.
RANGER; PATH OF THE SCOUT - LEVEL 9
ARCHER; ??? - LEVEL 1
(original rolls: 12, 9, 15, 17, 15, 18)
| Statistics | Rank |
|---|---|
| HP: 85 | |
| Strength: 12 | Strong enough. |
| Dexterity: 20 | Moves like the leaves in the wind... or was it actually him? |
| Constitution: 16 | He finds it easy to be able to stay awake for days on end. He has some poison tolerance. |
| Intelligence: 16 | Zane is fairly intelligent and able to understand new tasks quickly. He is able to do math or solve logic puzzles mentally with reasonable accuracy. |
| Wisdom: 20 | Reads people and situations very well, almost unconsciously. Nearly prescient, able to reason far beyond logic. |
| Charisma: 9 | He is quite clumsy in conversation. It is evident he is a loner. |
ARMOR CLASS:
17
INITIATIVE:
+5
SPEED:
30
PASSIVE PERCEPTION:
18
PROFICIENCY BONUS:
+3
HIT DICE:
8 (d10)
Race: Variant Human. (+1 con, +1 wis.), proficiency in acrobatics, feat: Sharpshooter, Language: Undercommon.
Humans come in varying forms. Some heroes may come with the unrelenting determination to overthrow their limits. Others seek to let their talent show more than their luck. Zane is one such person.
Background: Spy. An eye in the shadow.
Alignment: Lawful Neutral. His actions are for his kingdom. He does not see them as wrong, but he knows the grey area he walks.
Languages Spoken: Common, Elven, Sylvan. ( Traveler Learned ) : Undercommon, Dwarvish.
Proficiencies: Acrobatics, Perception, Athletics, Investigation, Animal Handling, Deception, Stealth expertise, Insight.
Saving Throws: Dexterity, Wisdom.
Weapon: Recurve Bow. Sea Axe. Shortsword.
FEATS:
Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose a disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Athlete: You have undergone extensive physical training to gain the following benefits:
• Increase your Strength or (Dexterity) score by 1, to a maximum of 20.
• When you are prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t cost you extra movement.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Ranger Skill: Animal Empathy.
Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers.
You can spend a short or long rest interacting with a willing beast of challenge rating 1/4 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses. It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. In combat, the beast acts on your turn, but will always attempt to disengage, dodge, help, or hide. It has not yet learned to attack on your command, but can make attacks of opportunity.
While bonded with you, it adds your proficiency bonus to its attacks, damage, AC, and any saving throws or skills in which it is proficient. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly. Once you have bonded with a creature in this manner, you can’t do so again until you finish a long rest. The maximum challenge rating of the beast increases to 1/2 when you reach 6th level, and to 1 when you reach 14th level.
Ranger of the Wild
Your time in the wilderness has honed your survival skills. You gain the following features:
Forager. When you forage, you find twice as much food as
you normally would.
Strider. Moving through nonmagical difficult terrain costs
you no extra movement.
Tracker. Whenever you make a Wisdom (Survival) check to track creatures, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also learn their exact number, their sizes, and how long ago they passed through the area.
Trapper. You add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place.
Trainer. You have an advantage on Wisdom (Animal Handling) checks.
Traveler. You learn one language of your choice. You learn another at 6th level and another at 14th level.
Fighting Style: Close Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have a disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Herbal Remedies
Beginning at 2nd level, you learn to use your knowledge of herbal remedies and the natural healing of the body to treat a creature’s wounds. During a short rest you can aid injured creatures by applying bandages, poultices, and other herbal remedies to their wounds.
Wilderness Guide
At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
• Your group can move stealthily at a normal pace.
Martial Instincts
Beginning at 5th level, your instincts for survival have shaped the way you fight. You discover martial techniques for fighting alone or convincing beasts to fight alongside you. You gain one of the following features of your choice.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Beast Attack. When you bond with a creature using your Animal Empathy feature, it will now follow you into combat and can attack and perform all other actions as normal.
Rugged Endurance
Starting at 6th level, you hone your fortitude to avoid and
overcome injury. You gain proficiency in Constitution saving
throws and can add double the bonus from your Constitution
modifier when rolling hit dice to regain hit points.
PATH OF THE SCOUT:
You are the first, and often last, line of defense against the terrors of the wilderness. Journeying down the Path of the Scout requires a cool mind and steady hand. You are the stalker of prey, honing your skills in the methods of tracking
and finding. The land itself is your teacher and the beasts that call it home, your allies.
Stalker
Starting when you choose this path at 3rd level, you learn to track, detect, and perform deadly strikes against fleeing targets. You gain the following features:
Bloodhound: When an animal helps you in tracking creatures, if the creature is capable of leaving a trail of blood, you can track the creature as if it did so.
Spotter. Both you and your companion can take the
Search action as a bonus action.
Relentless. When you or your companion hit a creature with
an attack of opportunity, you deal it an additional 1d8 damage.
Favored Terrain
At 3rd level, choose one type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Urban or Underdark.
While in your Favored Terrain, attempts to track you or otherwise determine your location have a disadvantage and both you and your companion can Hide as a bonus action on each of your turns. You also learn a number of Path Spells related to your favored terrain. Once you gain access to a path spell, you always have it prepared and it doesn’t count against the number of spells you can prepare each day. Additionally, whenever you use your Animal Empathy feature
to bond with a local creature, you gain the terrain type of the habitat of that creature as a favored terrain while you remain bonded with it.
Skirmisher
Beginning at 7th level, your trained senses allow you to react quickly to the movement of enemies around you. Creatures within 30 feet of you provoke a ranged opportunity attack from you when they move to a space more than 30 feet away. In addition, when a creature more than 30 feet from you, moves to a space within 30 feet of you, you can use your reaction to move up to 15 feet. You must be able to see or otherwise sense the creature to use either reaction.
SPELLS:
In a world of fantasy, magic is a tool used by scholars and mages alike to make their lives easier. They are powers birthed from the gods, split into categories for their usefulness.
Spell Modifier: Wisdom
Spell Attack Bonus: +8
Spell Save DC: 16
5 Spells known.
4 First Level spells slots.
3 2nd Level spells slots.
Magic born of the wild.
1st level spells
The wild blesses your bowstrings.
Goodberry: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Material Component: A sprig of mistletoe
Longstrider: You touch a creature. The target's speed increases by 10 feet until the spell ends. Material Components: A pinch of dirt.
Hunter's Mark: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Speak with Animals: You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. Ritual.
Favored Terrain - Forest: ENTANGLE: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Hail of Thorns: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
2nd level spells:
Nature at his touch.
Cordon of Arrows: You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area.Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd. Material Components: Four arrows or bolts.
Darkvision: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet for up to eight hours. Material Component: Either a pinch of dried carrot or an agate.
Favored Terrain - Forest: BARKSKIN: You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing. Material Components: A handful of oak bark.
Beast Sense: You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Stay down. I've got your back.
Allies.