Languages - You can speak, read, and write Common and Draconic.
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Ranger - Traits and Features
Favored Enemy - Beginning at 1st level, you have significant experience studying, Tracking, hunting, and even talking to a certain type of enemy.
You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your Favored enemies, if they speak one at all.
You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.
Natural Explorer - You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. 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.
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.
You choose additional Favored terrain types at 6th and 10th level.
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Origin - Steton (Floating Nomad)
Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution
You are more in tune with nature – Skill Prof – Nature
You manipulate the metallic properties of ammunition, you deal +2 damage with projectile weapons and receive +2 AC against a ranged attack of the same material.
Skill Prof – Arcana
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Race - Kobold
Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Grovel, Cower, and Beg - As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Class/Racial Features & Traits