Aeryndis Enthalion
Aeryndis Enthalion 1st level Ranger.
Character build complete! Just description and history notes left.
Description
History
Character Statistics
Basic Statistics
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Passive Skills:
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Speed: 30 feet |
Attributes
| Strength | 10 (+0) | Dexterity | 14 (+2) | Constitution | 10 (+0) | ||
| Intelligence | 15 (+2) | Wisdom | 16 (+3) | Charisma | 10 (+0) |
Proficiency
Proficiency bonus: +2
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Proficient Saves
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Proficient Weapons & Armor
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Proficient Skills
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Tool and Music
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Background Points
Personality Traits:
I ask a lot of questions.
I can't let a mystery go.
Ideals:
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Bonds:
Duty says we have a bond to our comrades and superiors; some are more real than others.
Family says we have a bond to our house tradition as a Watch family.
Flaws:
Overly tenacious. I just can't let it go.
Languages:
Common, Elvish, Draconic.
Background
(Guard)
Special Rules
Origin Abilities
Darkvision:
You have Darkvision with a range of 60 feet.
High Elf:
You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).
High Elf: Lvl 3
High Elf: Lvl 5
Fey Ancestry:
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses:
You have proficiency in the Insight, Perception, or Survival skill.
Trance:
You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Feats
Alert:
Origin Feat. Initiative Proficiency: add your Proficiency Bonus to Initiative rolls. Initiative Swap: Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Class Abilities
Level 1: Favored Enemy :
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
Level 1: Hunter's Mark: (Lvl 1, bonus action, range: 90 ft, verbal, concentration up to 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 take a Bonus Action to move the mark to a new creature you can see within range. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
Level 1: Weapons Mastery :
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For Example, you could switch to using the mastery properties of Scimitars and Longswords.
Spells
Cure Wounds (Lvl 1, action, range: touch, verbal and somatic, instantaneous)
A creature you touch regains health.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1.
Ensnaring Strike (Lvl 1, bonus action, range: self, verbal, concentration up to 1 min)
As you hit the target, grasping vines appear on it.
The target makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. The damage increases by 1d6 for each spell slot level above 1.
Equipment
Note: 50 gp guard, 150 Ranger
Encumbrance: 50lb (Light, -10); 100lb (Heavy, -20); 150lb (Maximum)
Carried: 41 lb on person, +35 lb Pack.)
Weapons
Rapier
Pointy end goes in the guy.
Attack: 1d20(+2 dex +2 pro); Melee; Finesse; 2lb
Damage: roll 1d8 piercing + 2 dex
Weapon Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Daggers
Because muskets are expensive.
Attack: 1d20(+2 dex +2 pro); Thrown Range 20/60; Finesse; Light; 1lb each
Damage: 1d4 piercing + 2 dex
Magical (Rare); +2 Bonus, Faint (1/day), Misdirect (2/day).
Weapon Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. (So chuck 2 as an action, but 2nd without dex bonus)
Armor
Chain Shirt:
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
AC: 13(+dex max 2); Medium; 20lb, 50gp value
Gear
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