Saving Throws Strength , Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival #### Equipment You start with thye following equipment, in addition to the equipment granted by your background: * (a) scale mail or (b) leather armor * (a) two shortswords or (b) two simple melee weapons * (a) dungeoneer's pack or (b) an explorer's pack * A longbow and a quiver with 20 arrows ### Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose one of the following creature types: Beast, Fey, Humanoid, Monstrosity, or Undead. These type of creatures are your favored enemy. Against your favored enemy, you gain advantage on Wisdom (Survival) checks to track your enemy, as well as on Intelligence checks to recall information about them. Additionally, you learn an additional language. If possible, it should be a language that your favored enemy speaks. Your DM will have this information. ### Natural Explorer You are particularly familiar in one type of natural environment. Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark, or Urban. This is your favored terrain. Whenever you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill you are proficient in. You also gain the following benefits while in your favored terrain: * You have advantage on initiative rolls * You have advantage on attack rolls against creatures that have not acted yet if you enter combat while in your favored terrain. * Other creatures do not gain advantage on attack rolls as a result of being hidden. * While tracking other creatures, you can learn their exact number, their sizes, and how long ago they passed through the area You gain an additional favored terrain at 6th level, and again at 10th. In addition, you are quite skilled at exploring the natural world at large. After traveling for an hour or more, you gain the following benefits: * Difficult terrain doesn't slow your group's travel * Your group cannot become lost except by magical means * You remain alert to danger, even while engaging in other activities such as foraging, navigating, or tracking. * If you are traveling alone, you can move stealthily at your normal pace * When you forage, you find twice as much food as normally would ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, or Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list. #### Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot. \pagebreak