Lvl 1: Fighter 1 style - archery (+2 attack with ranged weapons). Second wind (1d10+fighter lvl healz) Ranger 1: fav enemy: humanoids. +2 damage, adv on tracking checks, adv on int rolls to recall info, 1 more language. Natural explorer: ignore difficult terrain, have advantage on initiative rolls, on first turn during combat, have advantage on attack rolls against creatures that have not yet acted. Group benefits: Difficult terrain doesn’t slow your group’s travel. • 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. Lvl 2: Fighter 2: Action surge (1 use/rest) Ranger 2: Combat style - mariner (+1 AC if not in heavy armor and without shield, climbing and swimming speed = walking speed); spellcasting: 2 known spells (cure, hunter's mark), 2 spellslots. Lvl 3: Fighter 3 - Archetype - Arcane Archer. 2 skills (nature, arcana), special arrows (2/rest, conjure with bonus action, 2d6 bonus force damage + special effect). Special effects - 1. AOE shoot 5x30 ft. line; 2. When I hit evil guy I chose 1 ally - evil guy can't attack him, unless ally attack him first for 1 round. Ranger 3: Archetype - Shadow stalker: darkvision 90, enemy darkvision is useless against me, extra attack and +10 speed in 1st round of combat, extra spell - disguise self. Detector ability for fav enemies in 5 mile radius. 1 more spell known (unassigned yet, absorb elements was here), 1 more 1st lvl spellslot Lvl 4: Fighter 4 - ASI - Sharpshooter Ranger 4 - ASI - Crossbow expert Lvl 5: Fighter 5 - extra attack Rogue 1 - expertise (perception, investigation), 1 skill (persuation), sneak attack 1d6, language of slums Lvl 6: Fighter 6 - ASI - +2 DEX Ranger 5 - extra attack, 1 more known spell (pass without trace), 2lvl spells, extra spell - rope trick, +1 and 2 lvl spellslot Lvl 7: Fighter 7: 1 more option for arcane shot, can conjure 20 arrows as an action Ranger 6: Greater fav. enemy - FIENDS. +4 damage against all fav. enemies, know language of greater fav. enemy, advantage on saving throws against spells and abilities of fiends Lvl 8 update: Fighter lvl 8 - Lucky feat. Gives 3 rerolls per long rest. Can reroll: attack roll, ability check, saving throw, enemy attack roll against me. Ranger lvl 7 - conclave feature - proficiensy with wis saving throws. 1 more spell known, 1 more slot of 2 lvl. Spell I want, but need approvement for: Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.