Jessmin Falura

Children

Shira ''The White Wolf''

Wood Elf Race
The Great Grove Origin
Ranger 1 Class & Level
Neutral/Good Alignment
Solis Deity
Faction
Rank/Position
0 Loyalty
none Company

Strength 9
-1
Dexterity 16
+3
constitution 15
+2
intelligence 13
+1
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1d10
Hit Die
1d+2
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+1 Arcana
-1 Athletics
+0 Deception
+1 History
+5 Insight
+0 Intimidation
+1 Investigation
+3 Martial
+3 Medicine
+3 Nature
+5 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills

 

MV
0
Prestige

Attunement Slots
14
Armor Class
10
Hit Points
+3
Initiative
35
Speed
WeaponAttackDamage
Longbow 1d20+3+2 1d8+3
Dagger 1d20+3+2 1d4+3 Range: 20ft
Attacks
Proficiencies



Prof/Skills
Animal Handling
Perception
Nature
Survival
Stealth
Animal Handling
Prof/ Armor, Weapons

Light Armor
Medium Armor
Shields
Longsword
Shortsword
Shortbow
Longbow.

Simple Weapons
Martial Weapons
Prof/Saving Throws

Dexterity
Strength

Prof/Language

Elvish
Common


Prof/Tools




Proficiences
Spells

Cantrips





Spells






Spellcasting
Equipment
Tokens/GP




Weapons/Armor

leather armor
Longbow
2x Daggers



Utility/Usuables

backpack
bedroll
mess kit
tinderbox
10 torches
10 daily rations
waterskin
50 feet of hempen rope




Tools




Attunement

Attuned
Attuned :





Unattuned





Equipment
The Specialist
Stat Array
Feats

Racial Feets


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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses: You have proficiency in the Perception skill.

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.


Class Feats


Favored Enemy : Beast
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.

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.


Origin Feats

Guided by Nature: When making any Int, Cha, or WIS Skill and Save. If you were to Roll a 1. You can treat it as you rolled a 20 instead. Once per long Rest.

Nature's Prosperity: As an action you gain a 15 foot Aura that gives Advantage to all saving throws to your allies for a minute. Whenever you roll a 20 you and your allies heal for half of the total rolled. You can use this ablility Twice per Long Rest.



Class/Racial Features & Traits

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