Niamh

Class
Ranger
Gender
Female
Archetype
Hunter
Age
322
Race
Wood Elf
Height
1.74
Level
7
Weight
64 kg
Alignment
Chaotic Good
Hair
Honeyblonde
Background
Outlander
Eyes
Brown
Str
Dex
Con
Int
Wis
Cha
10
18
14
12
14
10
+0
+4
+2
+1
+2
+0
Saving throws
+3
+7
+2
+1
+2
+0
AC
15
Initiative
+4
Speed
35
Hit Dice
7d10
Proficiency
3
Spell DC
13
Hit Points
TEMPORARY
CURRENT
MAXIMUM
60
Inspiration
 
XP
24900
Skills
Acrobatics (Dex) +4
Animal Handling (Wis) +5
Arcana (Int) +1
Athletics (Str) +3
Deception (Cha) +0
History (Int) +1
Insight (Wis) +5
Intimidation (Cha) +0
Investigation (Int) +1
Medicine (Wis) +2
Nature (Int) +1
Perception (Wis) +5
Performance (Cha) +0
Persuasion (Cha) +0
Religion (Int) +1
Sleight of Hand (Dex) +4
Stealth (Dex) +7
Survival (Wis) +5
Race
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Keen Senses: Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Meditate deeply, remaining semiconscious, for 4 hours a day.
Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Elf Weapon Training: Proficiency: longsword, shortsword, shortbow, longbow.
Fleet of Foot: Base walking speed: 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Animal Handling, Insight, Stealth
Fighting Style: Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Favored Enemy: Elementals, Beasts. Advantage on Wisdom (Survival) checks to track your favored enemies; advantage on Intelligence checks to recall information about them. Also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Natural Explorer: Fav terrain: Forest; Mountain.
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.

Primeval Awareness: Use your action and expend one spell slot to focus awareness on region around you. For 1 minute / level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. Doesn’t reveal the creatures’ location or number.
Hunter's Prey: Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Tactics: Escape the Horde: Opportunity attacks against you are made with disadvantage.
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Longbow +2
ATTACK
+11
DAMAGE
1d8+6
TYPE
Pierce
Shortsword
ATTACK
+7
DAMAGE
1d6+4
TYPE
Pierce
Equipment
GP: 54
leather armor
two short swords
explorer's pack
quiver + 20 arrows
hunting trap
traveler's clothes
belt pouch
Magic Items
Longbow +2
Background
Skills: Athletics, Survival
Tool: Musical instrument: flute
Languages: Common, Elvish, ??
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Friends
Arisys (Mark), Iymril (Ferry), Naeris (Jeroen), Rodan (Xavier), Varaf (Matthijs)

Ranger Spells

1st Level (4)
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to (spell slot level)d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Ensnaring Strike
1st-level conjuration
Casting Time: 1 bonus action
Range: Self; Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes (spell slot level)d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet; Components: V
Duration: Concentration, up to 1 hour
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
1st-level divination (ritual)
Casting Time: 1 action
Range: Self; Components: V, S
Duration: 10 minutes
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. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
2nd Level (3)
Beast Sense
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch; Components: S
Duration: Concentration, up to 1 hour
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.
Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet; Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Pass without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self; Components: V, S, M
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
 


Background: Outlander

Personality Traits
I have a lesson for every situation, drawn from observing nature.
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideals
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Bonds
I will bring terrible wrath down on the evildoers who destroyed my homeland.

Flaws
There’s no room for caution in a life lived to the fullest.
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Background story

Intro Story

Link to shared intro story

Source of character art: "Elven Archer (Female)" by PeterPrime on DeviantArt