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Elrond'o Hanali

Ranger 1 Class & Level
Bloodwave Bay - Mage Coast Background
Wood Elf Race
Neutral Good Alignment

Strength 10
+0
Dexterity 20
+5
constitution 13
+1
intelligence 10
+0
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d10+1
+2 proficiency bonus
+2 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+2 Arcana
+2 Athletics
+1 Deception
+0 History
+3 Insight
+1 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+3 Perception
+1 Performance
+1 Persuasion
+0 Religion
+5 Sleight of Hands
+7 Stealth
+1 Survival
skills
  • RACE: Advantage against being charmed, and magic can’t put you to sleep
  • TOOLS: None
  • Passive Perception: 13
  • Passive Investigation: 12
  • Passive Insight: 13
  • proficiencies

     
    16
    Armor Class
    11
    Hit Points
    +5
    Initiative
    35
    Speed
    Longbow 150/600 1d20+7 1d8+5
    Shortsword 1d20+7 1d6+5
    Unarmed Strike 1d20+2 1d1
    Attacks

  • ARMOR: Light Armor, Medium Armor, Shields
  • WEAPONS: Martial Weapons, Simple Weapons
  • SAVING THROWS: Strength. Dexterity
  • SKILLS: Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth
  • LANGUAGES: Common, Draconic, Elvish
  • Proficiences
    Cantrips
  • Mold Earth (Transmutation Cantrip)
  • Spellcasting

  • Arrows (20)
  • Backpack
  • Bedroll
  • Leather
  • Longbow
  • Mess Kit
  • Rations (1 day) x10
  • Rope, Hempen (50 feet)
  • Shortsword x2
  • Tinderbox
  • Torch
  • Waterskin
  • Equipment

  • I’m always polite and respectful.
  • I have a fetish for Lizard/Draconic Women
  • Personality Traits

  • Redemption. There’s a spark of good in everyone.
  • Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.
  • Ideals

  • Those who fight beside me are those worth dying for.
  • Bonds

  • I have a fetish for Lizard/Dragonic Women
  • I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
  • Flaws

  • (RACE) 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.

  • (RACE) Keen Senses:
  • You have proficiency in the Perception skill.

  • (RACE) Fey Ancestry:
  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

  • (RACE) 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.

  • (RACE) 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.

  • (CLASS) Favored Enemy:
  • Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

    Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

    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.

    You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

  • (CLASS) 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.
    You choose additional favored terrain types at 6th and 10th level.

  • (CLASS) Fighting Style:
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

  • ORIGIN (Bloodwave Bay - Mage Coast):
  • (Bloodwave Bay)
    Bloodwave Bay is a place of freedom and opportunity. Being the only remaining inland sea not regulated by the other various countries of the world, it is a place of unexplored and unclaimed wonder. It is here where those that call themselves pirates, make their home. Their are many gifts Bloodwave Bay bestows to its denizens, as well as a myriad of sub-types to choose from.

    You don't live on these waters, without learning to swim good and proper. Skill Prof – Athletics

    The sea is unforgiving and is constantly moving. +1 to Dexterity

    (Mage Coast)
    You have sailed these waters for as long as you can remember. Your exposure to the magic from Majital has had a heavy impact on you. You have developed tricks and abilities to not only help you avoid the watchful eyes of the Taltaken, but to thrive in the shadow of the wizards guild.

    You have developed keen senses for the presence of magic – Skill Prof – Arcana

    Stealing so much from Majital has led you to adapt like they have. You gain 1 wizard cantrip of your choice and cast it at character level.

  • FACTION: The Last Grove or Factionless
  • DEITY: Gwaina (But has a deep respect for Kaheeli)

  • GENDER: Male
  • EYES: Blue
  • SIZE: Medium
  • HEIGHT: 6" 1'
  • HAIR: Long and Blond
  • SKIN: Greenish Brown
  • AGE: 119
  • WEIGHT: 135lb

  • DISCORD APP:
  • Discord Name: Konges#6085
    World Anvil Username: Konges
    Character Name: Elrond'o Hanali
    Race: Wood Elf
    Class: Ranger
    Origin: Bloodwave Bay
    Sub-Origin: Mage Coast
    1st Faction Choice: The Last Grove
    2nd Faction Choice: Factionless
    Diety: Gwaina
    Timezone: PDT | UTC-7
    Features & Traits

    Heroes Enabled

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

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Longbow

    Ranged Weapon Ammunition, Heavy, Two-Handed Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

    Cost: 50 gp Weight: 2 lb


     

    Player's Handbook, Wizards of the Coast, p. 150

    Arrows (20)

    Ammunition Common

    Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


     

    DnD 5e SRD SRD

    Shortsword

    Melee Weapon Finesse, Light Common

    Type Damage Damage Range Properties
    Martial 1d6 Piercing Finesse, Light

    Cost: 10 gp Weight: 2 lb


     

    DnD 5e SRD

    Backpack

    Adventuring Gear Common

    A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

    Cost: 2gp Weight: 5lb


     

    DnD 5e SRD

    Bedroll

    Adventuring Gear Common

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

    Cost: 1gp Weight: 7lb


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    DnD 5e SRD

    Mess Kit

    Adventuring Gear Common

    This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

    Cost: 2sp Weight: 1lb


     

    DnD 5e SRD

    Rations (1 day)

    Adventuring Gear Common

    Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

    Cost: 5sp Weight: 2lb


     

    DnD 5e SRD

    Tinderbox

    Adventuring Gear Common

    This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

    Cost: 5sp Weight: 1lb


     

    DnD 5e SRD

    Torch

    Adventuring Gear Common

    A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

    Cost: 1cp Weight: 1lb


     

    DnD 5e SRD

    Rope, Hempen

    Adventuring Gear Common

    Rope, has 2 hit points and can be burst with a DC 17 Strength check.

    Cost: 1gp Weight: 10lb


     

    DnD 5e SRD

    Waterskin

    Adventuring Gear Common

    A waterskin can hold 4 pints of liquid.

    Cost: 2sp Weight: 5lb


     

    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.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Elf

    Ability Score Increase Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
    Size Medium
    Speed 30 ft

    Darkvision

    Accustomed to twilight 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.  

    Tethersense

    You can feel a warm aura whenever one or more magical objects are within 15 ft of you. You can also cast the identify spell, requiring no verbal or material components, once per long rest. If you are not otherwise a spell caster, you do not learn the name or details, but you do gain a general understanding of the effects.  

    Trance

    Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that other races do from 8 hours of sleep.

    Languages. Common and one additional language of your choice

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Xanathar's Guide to Everything

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous, or 1 hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • lf you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard

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


    Created by

    Konges.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed