Amelia

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Created
3 years, 6 months ago
Creator
wrathberries
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Amelia Bay
Ranger
Class
Far Traveler
Background
10
Level

Human - Werewolf
Race
Chaotic Good
Alignment
N/A
Exp. Points
Proficiency Bonus +4
Passive Wisdom 12
Strength

16
+3

athletics +3
Dexterity

16
+3

acrobatics +3
sleight of hand +3
stealth +3
Constitution

14
+2

Intelligence

12
+1

arcana +1
history +1
investigation +1
nature +5
religion +1
Wisdom

15
+2

animal handling +6
insight +6
medicine +2
perception +6
survival +2
Charisma

12
+1

deception +1
intimidation +1
performance +1
persuasion +1
Other Proficiencies

Languages
  • Common
  • Elvish
  • Halfling
  • Draconic
  • Sylvan
  • Primordial
Weapons
  • Simple Weapons
  • Martial Weapons
Armor
  • Light Armor
  • Medium Armor
  • Shields
Other
Musical

Singing, Banjo.

Tool Proficiency

Farmer's Tools

Brewer's Kit

HP

90
Temp HP

N/A
Hit Dice

d10
Armor Class

12
Speed

30
Initiative

+2
Attacks & Spellcasting

Sickle +2 1d4
Handaxe +2 1d6
Longbow +2 1d8

Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Fleet of Foot
You can use the Dash action as a bonus action on your turn.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Drake Companion: Bronze (Lightning)
You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes
Bond of Fang and Scale
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits: • You gain resistance to lightning damage. • The drake grows wings and gains a flying speed of 40 feet. • The drake’s bite attack deals an extra 1d6 lightning damage.
Inventory

Weapons
  • Sickle
  • Handaxe
  • Longbow
  • 20 arrows
Armor & Clothing
  • Studded Leather Armor
  • Travelers Clothes
  • "a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship"
Food & Aid
  • 10 Rations
  • Waterskin
Misc
  • "poorly wrought maps from your homeland"
  • Banjo
Other
Explorers Pack

Backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, hempen rope

Currency

0
CP
0
SP
0
EP
5
GP
0
PP
Personality Traits

Patient, kind, stubborn.

I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.

I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.

Ideals

Hard Work. No wave can move a soul hard at work.

Camaraderie. Good people make even the longest voyage bearable.

Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you.

Adventure. I'm far from home, and everything is strange and wonderful!

Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings.

Bonds

My freedom is my most precious possession. I'll never let anyone take it from me again.

So long as I have this token from my homeland, I can face any adversity in this strange land.

I'm fascinated by the beauty and wonder of this new land.

Flaws

I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me.

I pretend not to understand the local language in order to avoid interactions I would rather not have.

Few people know the real me.

Features & Traits

Favored Enemy (Fey) and Greater Favored Enemy (Elementals)
Beginning at 1st level, 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.
At 6th level, you are ready to hunt even deadlier game. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Natural Explorer: Desert, Forest, Coast
You are particularly familiar with three types of natural Environment and are adept at traveling and surviving in such regions. 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.
Land Stride
Moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Hidden in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Once you move or take an action or a Reaction, you must camouflage yourself again to gain this benefit.
33
Age
Female
Gender
6'3"
Height
180 lbs
Weight

Muscular, Pear-Shaped
Build
Toril (same as Kumo)
Homeland
Trader
Profession
Chill
Disposition
History

Text

Werewolf

Shapechanger
You can use an action to polymorph into a Medium Wolf-Humanoid hybrid or into a Medium Wolf, or back into your true form. Your statistics, other than size and AC are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die.
Wolf-Humanoid Hybrid Form
Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d8+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy. You gain the Claw attack and are considered proficient: Melee Weapon Attack, one target, 2d4+Strength slashing damage.
Wolf Form
Your size is Medium. You have natural armour equal to 11 + Dexterity Modifier. Your walking speed is 40ft. You gain the Bite attack and are considered proficient: Melee Weapon Attack, one target, 1d6+Strength piercing damage. If the target is a humanoid, it must succeed on a DC 10 + Constitution Modifier, Constitution Saving Throw or be cursed with werewolf lycanthropy.
Keen Hearing and Smell
While in your Wolf-Humanoid Hybrid form, or your Wolf form, gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spells

Stats
Spell Save DC: 15
Spell Attack Modifier: +6
6 known spells
4 lvl 1 slots, 3 lvl 2 slots, 2 lvl 3 slots.
Thaumaturgy | Cantrip
Cantrip | 1 Action | 30 ft | V | 1 Minute | Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Cure Wounds | 1
1st-level | 1 action | Touch | V, S | Instantaneous | Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Hunter's Mark | 1
1st-level | 1 bonus action | 90 feet | V | Concentration, up to 1 hour | Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (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 on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Detect Poison and Disease
1st-level | 1 action | Self | V, S, M (a yew leaf) | Concentration, up to 10 minutes | Divination
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Pass Without Trace
2nd-level | 1 action | Self | V, S, M | oncentration, up to 1 hour | Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Spike Growth
2nd-level | 1 action | 150 feet | V, S, M | Concentration, up to 10 minutes | Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Daylight
3rd-level | 1 action | 60 feet | V, S | 1 hour | Evocation
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.