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Ella Wolfpaw

Ranger 8 Class & Level
Outsider Background
Human (standard) Race
Neutral Good Alignment

Strength 12
+1
Dexterity 20
+5
constitution 16
+3
intelligence 15
+2
wisdom 18
+4
charisma 14
+2
Total Hit Dice 10
Hit Die 1d8+3
3 proficiency bonus
0 Passive perception
4 Strength
8 Dexterity
4 Constitution
2 Intelligence
4 Wisdom
3 Charisma
saving throws
8 Acrobatics
7 Animal Handling
2 Arcana
4 Athletics
3 Deception
2 History
7 Insight
3 Intimidation
2 Investigation
4 Medicine
5 Nature
4 Perception
3 Performance
3 Persuasion
2 Religion
5 Sleight of Hands
5 Stealth
7 Survival
skills
17
AC
71
Hit Points
4
Initiative
30'
Speed
Languages: Common, Elven, Giant (Ogre), Goblin
Armor: Light, shields
Weapon: all Simple & Martial
Tool: Guitar, Hunting Traps
Vehicle: none
Proficiencies
The Wolf's Paw Longbow 1d20+11 1d8+6 piercingrange 150'/600'.
Shortsword (dual-wield) 1d20+8 1d20+8 1d6+5 1d6 piercing
The Wolf's Paw: Attack: +11 1d20+11 , Damage: 1d8+6 1d8+6 Attacks
1/3 Caster. Use Wid
Spell Attack:
Spell Save DC:
Spellcasting
Studded Leather armor, Shortswords (x2), Staff, The Wolf's Paw Longbow, Quiver of Ehlonna, Arrows (x60), Bag of Tricks: Rust, Decanter of Endless Water, Ring of Swimming, Spell Scroll (Locate Object), Necklace of Adaptation, Cloak of Elvenkind, Backpack: caltrops (bag of 20), Climber's Kit (and harness for Jasmine), Healer's Kit, Rations (1 day), Silk Rope (50')
Equipment
Guide: I feel more comfortable around animals than people.
Godling of Retribution: You are driven to punish those who have done wrong. This especially applies to all goblinoids (for their existence is a wrong in-and-of-itself) and those who commit wrongs against nature or natural beasts. You pursue this righteous retribution with the swiftness of an arrow.
Personality Traits
The Greater Good: It is each person's responsibility to make the most happiness for the whole tribe/city/civilization. (Neutral Good Utilitarianism)
Ideals
My family is the most important thing - both those bonded by blood and bonded by choice. I will bring terrible wrath down upon the goblins who killed my parents and destroyed my home.
Bonds
I am slow to trust members of other races, tribes, and societies. I remember every insult I've received and nurse a silent resentment toward anyone who has ever wronged me.
Flaws

BACKGROUND FEATURE


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 5 people each day, provided that the land offers berries, small game, water, and so forth.

CLASS FEATURES


Favored Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Types: Goblinoids, Ogres, and Corporeal Undead
Effect: You have ADV on Survival checks to track your favored enemies, as well as any Int check to recall information about them.
  • You also learn one language of your choice that is spoken by your favored enemy, if they speak one at all.
  • +1 enemy/type at levels 6 & 14. These choices should reflect the types of monsters you have encountered on your adventures

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/Plain, Mountain, Swamp, or the Underdark. When you make an Int or Wis check related to your favored terrain, your proficiency bonus is doubled if you are using a skill with which you are proficient.

Combat Benefits

You gain the following benefits while engaged in combat:
  • Naturally occuring difficult terrain doesn't slow your movement.
  • You have ADV on Initiative rolls!
  • On your first turn during combat, you have ADV against creatures that have not acted yet.

Exploration Benefits

While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Naturally occuring 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.

You choose an additional favored terrain type at levels 6 & 10. Such choices should reflect the kinds of environments you have encountered during your adventures.


Ella's Choices: Forest, Grassland/Plains.

Fighting Style

You adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness

(Homebrew) If you are in your favored terrain, you can expend one ranger spell slot, and by spending one uninterrupted minute of concentration, you can sense if any of your favored enemies are within 5 miles. If you succeed on a DC 10 Survival check, you also learn their numbers, distance from you, direction from you, and their direction of travel (if any).

You can use this feature outside of your natural terrain to sense a favored enemy, but the range is reduced to 1 mile, and the DC of the Survival check increases by 5 for each type of terrain difference from your favored terrain. That is, if Forest is one of your favored terrains, and you are in a a Mountain Forest, the DC is 15, but on an Arctic Plain, the DC would be 20, and the Underdark would be 25.


Additionally, you can use this feature to track other types of creatures, but only if you are in your favored terrain. Again, the distance is reduced to a 1 mile radius, and the DC of the Survival check increases by 5 for each category of difference from your favored enemies. Thus, if one of your favored enemies is "goblinoids" and you want to sense a Giant, the DC would be 15, but a dragon would be 20-25.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. (Alternatively, you can chose to gain a Feat instead or increasing your ability scores.)

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement.
Features & Traits

Created by

WindFox.

Statblock Type

Character Sheet (2018)

Link/Embed