Primal Awareness. Ailwin can cast the following spells once without using a spell slot
1st level: Speak with Animals
2nd level: Beast Sense
3rd level: Speak with plants
4th: Locate Creature
Spellcasting. Ailwin is a 12-level spellcaster. His spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). Ailwin has following Ranger spells prepared:
1st level (4 slots): Cure Wounds, Ensnaring strike, Hunter's Mark
2nd level (3 slots): Spike Growth
3rd level (3 slots): Conjure Barrage, Flame Arrows, Lightning Arrow
4th level (1 slot): Guardian of Nature
Favoured Foe (5 uses)
When Ailwin hits a creature with an attack roll, he can mark the target as his favoured enemy for 1 minute or until he loses his concentration
The first time on each of his turns that he hits a favoured enemy and deal damage to it, including when he marks it, he can increase that damage by 1d8
Colossus Slayer
Once per turn, when Ailwin hits a creature with a weapon attack, the creature takes an extra 1d8 if it's below it's HP maximum.
Multiattack defense
When a creature hits Ailwin with an attack, he gains a +4 bonus to AC against all subsequent attack made by that creature for the rest of the turn.
Multiattack. Ailwin makes two rapier or two Dryad's Gift attacks.
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., One target. Hit: 12 (1d8 + 6) Piercing damage.
Dryad's Gift. Ranged Weapon Attack: +11 to hit, range 150/600 ft., One target. Hit: 11 (1d8 + 5) Piercing damage.
Deft Explorer: Tireless (5 charges)
As an action Ailwin can give himself 1d8+3 temporary hit points
Two-Weapon Fighting
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., One target. Hit: 12 (1d8 + 6) Piercing damage.
Nature's Veil (5 charges)
As a bonus action, Ailwin can magically become invisible, along with any equipment he is wearing or carrying, until the start of his next turn.
Vanish
Ailwin can us the hide action as a bonus action on his turn. Also, he cant be tracked by nonmagical means, unless you choose to leave a trail.
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