Alem

Wonlis

Info


Created
3 years, 10 months ago
Creator
Wonlis
Favorites
42

Profile


 Alem Nevael
Ranger 6 / Druid 5 | Moon Elf | Neutral Good | Outlander 

STRENGTH
(+0)
10

DEXTERITY
(+5)
20

CONSTITUTION
(+1)
12

INTELLIGENCE
(+0)
10

WISDOM
(+2)
15

CHARISMA
(+1)
12

SAVING THROWS

4         Strength
8         Dexterity
1         Constitution
0         Intelligence
2         Wisdom
1         Charisma


SKILLS

8          Acrobatics (Dex)
6          Animal Handling (Wis)
0          Arcana (Int)
4          Athletics (Str)
1          Deception (Cha)
0          History (Int)
2          Insight (Wis)
1          Intimidation (Cha)
0          Investigation (Int)
2          Medicine (Wis)
0          Nature (Int)
6          Perception (Wis)
1          Performance (Cha)
1          Persuasion (Cha)
0          Religion (Int)
4          Sleight of Hand (Dex)
8          Stealth (Dex)
10          Survival (Wis)

AC
18

INITIATIVE
5

SPEED
30


MAX HIT POINTS

90


PROFICIENCIES & LANGUAGES

Languages:
Common
Elvish
Draconic
Druidic language

Weapons:
Zephyr's ethereal bow (+1)

Armor:
Zephyr's ethereal studded Leather


FEATURES & TRAITS

Keen Mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence by 1, to a maximum of 20.
• You always know which way is north.
• You always know how the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.

Sharpshooter - You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapons ignore half cover and three-quarters cover.
• Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

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.

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.

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. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Favored Enemy: Beasts, Dragons - you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
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: Forest, Mountain - 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.

Primeval Awareness - Beginning at 3rd Level, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.

Animal Companion - At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. Alem's animal companion is a snow leopard Losskhen.

Circle of the Land. Mountain - Your mystical connection to the land infuses you with the ability to cast certain Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. 

Core - You have spent a significant portion of your life praying to the one of the Six. You get the following benefits:
• Your Wisdom score is increased by 1.
• You gain proficiency in Survival and Animal Handling. If you already have proficiency in these skills, then you gain competence in them.
• Once per day, you can invoke your deity to gain advantage on any stat, attack, skill, or saving throw check.

PERSONALITY TRAITS

Calm and quick-witted, he's very interested of world around and how it works


IDEALS

He wants to be the one who can
protect his loved ones from any danger


BONDS

He really loves his family and tries his best to protect it, and now his friends are also his family


FLAWS

He knows so little about the life of the world around him, and sometimes, like any elf, he is too arrogant and narcissistic


BACKSTORY

Alem lived all his life in a remote village inhabited by wood elves. What Alem's family forgot in such a place (which was a surprisingly large family of moon elves), never bothered him, because he had never seen another life. When he became proficient in the art of hunting and archery, according to the ancient family tradition, Alem was set off on a journey in which he had to prove his skills and needed to defeat a strong beast or monster. However, along the way, he was fortunate enough to meet many interesting personalities, with whom he got into real adventures. During his journey, the goddess of nature, Сore, even drew attention to him, granting Alem the powers of a druid. From that moment on, Alem's goal has changed slightly - he must stop the cult of Tiamat along with his friends, and the victory over the huge dragon goddess of Chaos is quite considered as a successful hunt.

D&D HTML Profile by Coywolfy