Ashira
From The Wild Beyond the Witchlight
CHARACTER | |||
---|---|---|---|
Name | Ashira | ||
Player | Xavier | ||
Background | Wayfarer | ||
Species | Tiefling (Chthonic) | ||
Class | Ranger | ||
Subclass | Fey Wanderer | ||
Alignment |
LEVEL |
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1
|
XP: |
LOST |
---|
PROFICIENCY BONUS |
---|
+2 |
STRENGTH | |||
---|---|---|---|
-1
8
| |||
+1 | Saving Throw | ||
+1 | Athletics |
DEXTERITY | |||
---|---|---|---|
+3
17
| |||
+5 | Saving Throw | ||
+3 | Acrobatics | ||
+3 | Sleight of Hand | ||
+5 | Stealth |
CONSTITUTION | |||
---|---|---|---|
+1
13
| |||
+1 | Saving Throw |
HEROIC INSPIRATION |
---|
✧ |
INTELLIGENCE | |||
---|---|---|---|
-1
8
| |||
-1 | Saving Throw | ||
-1 | Arcana | ||
-1 | History | ||
+1 | Investigation | ||
-1 | Nature | ||
-1 | Religion |
WISDOM | |||
---|---|---|---|
+3
16
| |||
+3 | Saving Throw | ||
+3 | Animal Handl. | ||
+5 | Insight | ||
+3 | Medicine | ||
+5 | Perception | ||
+3 | Survival |
CHARISMA | |||
---|---|---|---|
+1
12
| |||
+1 | Saving Throw | ||
+1 | Deception | ||
+1 | Intimidation | ||
+1 | Performance | ||
+1 | Persuasion |
EQUIPMENT PROFICIENCIES & TRAINING |
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Armor Training Light and Medium armor and Shields |
Weapons Simple and Martial weapons |
Tools Thieves' Tools |
LANGUAGES |
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Common, Elven, Dwarven |
APPEARANCE |
---|
Just a description of how you look |
BACKSTORY & PERSONALITY |
---|
Lost the ability to smile. |
Alignment: Neutral |
ARMOR CLASS | |||
---|---|---|---|
15 Shield:
|
DEATH SAVES | |||
---|---|---|---|
Successes | |||
Failures |
INITIATIVE | |||
---|---|---|---|
+3 |
SIZE | |||
---|---|---|---|
Medium |
HIT POINTS | |
---|---|
Max | 11 |
Current | |
Temp |
HIT DICE | |||
---|---|---|---|
Max | 1d10 | Spent |
SPEED | |||
---|---|---|---|
30 |
PASSIVE PERCEPTION | |||
---|---|---|---|
15 |
WEAPONS/CANTRIPS | ATT/DC | DMG/TYPE |
---|---|---|
Shortbow | +5 | 1d6+3 Pierc. |
Vex, Range 80/320 | ||
Chill Touch | +5 | 1d10 Necrotic |
Touch, target can't regain Hit Points until the end of your next turn. | ||
Rapier | +5 | 1d6+3 Pierc. |
Vex, Finesse | ||
321 |
CLASS FEATURES |
---|
Spellcasting
|
Favored Enemy You always have the Hunter's Mark spell prepared. You can cast it a number of time equal to your proficiency bonus without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. |
Weapon Mastery You can use the mastery properties of two kinds of weapons of your choice. Whenever you finish a Long Rest, you can change the kinds of weapons you choose.
Current: Shortbow + Rapier |
SPECIES TRAITS |
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Darkvision You have Darkvision with a range of 60 feet. |
Fiendish Legacy You are the recipient of the Chthonic legacy that grants you supernatural abilities:
|
Otherworldly Presence You know the Thaumaturgy cantrip. |
FEATS |
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Lucky You gain the following benefits.
|
EQUIPMENT |
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|
Coins: 27 GP, 2 SP |
SPELLCAST. ABILITY | |||
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Wis |
SPELLCAST. MODIFIER | |||
---|---|---|---|
+3 |
SPELL SAVE DC | |||
---|---|---|---|
13 |
SPELL ATTACK BONUS | |||
---|---|---|---|
+5 |
SPELL SLOTS | |||||
---|---|---|---|---|---|
Lvl 1: | Lvl 4: | Lvl 7: | |||
Lvl 2: | Lvl 5: | Lvl 8: | |||
Lvl 3: | Lvl 6: | Lvl 9: |
Chill Touch |
---|
Level 0 Necromancy Cantrip Cast Time: Action
Range: Touch Components: V, S
Duration: Instantaneous |
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn. |
Thaumaturgy |
---|
Level 0 Transmutation Cantrip Cast Time: Action
Range: 30 feet Components: V
Duration: Up to 1 minute |
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
|
Hunter's Mark |
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Level 1 Divination Cast Time: Bonus Action
Range: 90 feet Components: V
Duration: Conc (1 hour) |
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or 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 to mark a new creature you can see within range. |
Hail of Thorns |
---|
Level 1 Conjuration Cast Time: Bonus Action
Range: Self Components: V
Duration: Instantaneous |
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammunition. The target of the attack and each creature within 5 feet of it make a Dexterity saving throw, taking 1d10 Piercing damage on a failed save or half as much damage on a successful one. |
Jump |
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Level 1 Transmutation Cast Time: Bonus Action
Range: Touch Components: V, S, M
Duration: 1 minute |
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. |
Background
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