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Aepha Silvaris

Aepha Silvaris

Aepha Sylvaris is reincarnated from the forest in which she lives. She has been reborn in many cycles, and may be reborn in many more until she has accomplish the ultimate task for which she is destined. She was orphaned at a young age and left to fend for herself in the wilds. I was close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, I've seen visions of distant places and of times that may come to pass. The seer's influence either made me into an optimist with a drive to change the future or a fatalist resigned to accept it.

Mental characteristics

Education

PHD in Nature Studies from Mother Earth Academy

Employment

Barmaid at the Embarrassed Crab Inn located in Camp Daybreak

Accomplishments & Achievements

  • Phd in Nature Studies
  • The death of Scott Calvin

Failures & Embarrassments

Tried to save Scott Calvin from a death that could have been avoided only if that Monk would have listened to her and given her a second chance.

Mental Trauma

The continuing destruction of the forest and constant littering of our oceans.

Morality & Philosophy

Very honest and open with all who she encounters and will defend her companions without question if they need help. Do not turn on nature and Aepha will be an ally.

Personality Characteristics

Virtues & Personality perks

To save mother nature from the destruction that the people contained within it are currently wreaking havoc on.

Social

Religious Views

Mielikki
Year of Birth
274 A.E. 27 Years old
Children
Gender
Female
Eyes
Jade
Hair
Long Brown/Copper
Height
5'2"
Weight
115 lbs
Known Languages
Common, Dwarven, Orc, Elvish

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Aepha Silvaris

Ranger - Hunter 5 Class & Level
Outlander Background
Wood Elf Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 20
+5
constitution 15
+2
intelligence 16
+3
wisdom 16
+3
charisma 14
+2
Total Hit Dice 5
Hit Die 1d10+2
3 proficiency bonus
16 Passive perception
4 Strength
8 Dexterity
2 Constitution
3 Intelligence
3 Wisdom
2 Charisma
saving throws
5 Acrobatics
3 Animal Handling
3 Arcana
4 Athletics
2 Deception
3 History
6 Insight
2 Intimidation
6 Investigation
3 Medicine
3 Nature
6 Perception
2 Performance
2 Persuasion
3 Religion
5 Sleight of Hands
8 Stealth
6 Survival
skills
17
AC
58
Hit Points
5
Initiative
35ft
Speed
Armor: All
Shields
Weapons: Simple & Martial
Languages: Common, Dwarven, Orc, Elvish
Proficiencies
Kopesh: +8 1d20+8 1d6+5 Slashing Melee 5ft

Longbow: +8 1d20+8 1d8+5 Piercing Ranged 150/600ft Attacks
Spellcasting Modifier: Wisdom

  • Cure wounds
  • Ensaring Strike
  • Hail of Thorns
  • Hunters Mark
  • Primal Savagery
  • Longstrider
  • Pass Without Trace

Spellcasting
Backpack
  • 4 - 100 ft silk rope
  • 1 - 50 ft rope
  • Climbing Gear
  • Iron Ore
  • 6 - Crystal Egg shaped minerals
  • 2 - building hammers
  • 2 - 10 count bag of spikes (20 total)
  • 1 - suit of leather armor
  • 1 - suits of studded leather armor
  • 1 - hand crossbows
  • 10 - sets of longbow arrows (200 total)
  • Spiked Bone club, 1d4+strenth (bludge damage) + 1d4 piercing
  • Displacer beast eyes
  • 4 Potions of Healing (Group)

Equipment
I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
I was, in fact, raised by wolves.
Personality Traits
Change. Life is like the seasons, in constant change, and we must change with it.
Ideals
I suffer awful visions of a coming disaster and will do anything to prevent it.
Bonds
There’s no room for caution in a life lived to the fullest.
Flaws
Racial Features

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: 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 do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

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.

Fleet of Foot: Your base walking speed increases to 35 feet.


Background Features
You feel apart of the forest and have spent considerable time there learning its ways. You are familiar with the various races, civilizations, and settlements of the world you live in, as well as its major routes for travel. If you fail an Intelligence check to recall some piece of forest lore, you know a source you can consult for the answer unless the DM rules that the lore is unknown.


Class Features

Favored Enemy
Monstrosities
At 1st level, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on 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.

Natural Explorer
At 1st level, you have the following benefits:
  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.


You gain the following benefits when traveling for an hour or more:
  • 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, 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.


Fighting Style
At 2nd level
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness
Beginning at 3rd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Hunter's Prey
At 3rd level
Colossus Slayer: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Features & Traits
This article has no secrets.

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