Remove these ads. Join the Worldbuilders Guild

Сариэл Грейвуд

Рейнджер 6 Class & Level
Far Traveler Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 20
+5
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 10
+0
Total Hit Dice 6
Hit Die
1d10+2
+3 proficiency bonus
+2 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
-1 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+3 Investigation
+3 Medicine
+3 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+6 Survival
skills

 
17
Armor Class
52
Hit Points
+5
Initiative
30
Speed
Shortword+8 1d6+5
Dagger+9 1d4+6
Attacks
Tools: Cooking utensils; Playing Card Set.

Weapons: Martial; Simple.

Armor: Light; Medium; Shields.
Proficiences

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 1d10
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handing, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Starting Equipment

(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows


Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.

Far Traveler

Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. You aren't one of those folk.   You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.   Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.   Where Are You From?. The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background. Evermeet. The fabled elven islands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland. Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.   Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic. Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.   Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin. The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.   Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn. Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.   Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.   Zakhara. As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have. You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.   The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place - but you might also have grown up there after being captured and brought below when you were a child. If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.   Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.   You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Skill Proficiencies Insight, Perception
Tool Proficiencies Any one musical instrument or gaming set of your choice, likely something native to your homeland
Languages Any one of your choice
Equipment
  • One set of traveler's clothes
  • any one musical instrument or gaming set you are proficient with
  • poorly wrought maps from your homeland that depict where you are in Faerûn
  • a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship
  • and a pouch containing 5 gp

Features

Feature: All Eyes on You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.   You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.   Why Are You Here? A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.   d6|Reason 1|Emissary 2|Exile 3|Fugitive 4|Pilgrim 5|Sightseer 6|Wanderer

Traits

d6Personality Trait
1I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
2I 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.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Ideal

d6Ideal
1Open. I have much to learn from the kindly folk I meet along my way. (Good)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bond

d6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far away from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.

Flaw

d6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of the people of this land, because these folks are different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.


Source: SCAG, page 148

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase +2 Charisma +1 to two abilities of your choice.
Size Medium
Speed 30 ft

Half-Elves

 

Lore

 

Half-Elf Traits

 

Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.

Age

Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment

Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.

Size

Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your elven heritage, 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.

Languages

You can read, speak, and write Common, Elven, and one language of your choice.

Half-Elf Versatility

Choose one of the following traits:   Skill Versatility (General) You gain proficiency in two skills of your choice. Elf Weapon Training (High or Wood Elf Heritage)You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip (High Elf Heritage) You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Fleet of Foot (Wood Elf Heritage) Your base walking speed increases to 35 feet.   Mask of the Wild (Wood Elf Heritage) You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Drow Magic (Dark Elf Heritage) You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.   Swim Speed (Sea Elf Heritage) You have a swimming speed of 30 feet.
 

Languages. Common, Elvish and One of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

kedasis.

Statblock Type

Character Sheet (Legacy)

Link/Embed