Name: Helena

Background:

Noble

Species:

Vanari

Class:

Ranger

Subclass:

Monster Slayer

Proficiency Bonus:

+4

Level

Armor Class

Initiative

7

16

+5

Speed

Size

Passive Perception

30 ft.

M

18

Heroic Inspiration
1/1
Plot Point
0/1

Hit Points

Hit Dice

Current:

57

Spent:

2

Max:

63

Max:

9

Temp:

0


Death Saves

Successes
0/3
Failures
0/3

Strength

+3

16

Modifier

Score

+7

Saving Throw

+7

Athletics

Dexterity

+5

20

Modifier

Score

+9

Saving Throw

+5

Acrobatics

+5

Sleight of Hand

+5

Stealth

Constitution

+1

12

Modifier

Score

+0

Saving Throw

Intelligence

+1

13

Modifier

Score

+1

Saving Throw

+1

Arcana

+5

History

+1

Investigation

+5

Nature

+1

Religion

Wisdom

+4

18

Modifier

Score

+4

Saving Throw

+4

Animal
Handling

+4

Insight

+4

Medicine

+8

Perception

+8

Survival

Charisma

+2

14

Modifier

Score

+2

Saving Throw

+2

Deception

+2

Intimidation

+2

Performance

+6

Persuasion

Dice Tray: 1d4, 1d6, 1d8, 1d10, 1d12, 1d20

Actions

Attack, Dash, Disengage, Dodge, Grapple, Help, Hide, Influence, Magic, Ready, Search, Shove, Study, Utilize

Weapons & Damage Cantrips

Attacks per action: 2

Name

DC

Damage & Type

Notes

Longbow

+11

1d8+5 piercing (Arrows = 50)


Rapier

+9

1d8+5 piercing


Dagger

+9

1d4+5 piercing


Unarmed Strike 5ft

+6

4 bludgeoning


Bonus Actions

Name

DC

Damage & Type

Notes

Slayer's Pray

16

As a bonus action, you designate one creature you can see within 60 ft. and the first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage. This benefit lasts until you finish a short or long rest or if you designate a different creature.


Hunter's Mark (C)

16

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.


Zephyr Strike

16

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.


Magic Weapon

16

You touch a nonmagical weapon. Until the spell ends (1hr), that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.



Character Features and Traits

Class Features


Supernatural Defense- Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.


Hunter's Sense- As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. 4 times per long rest: [ ] [ ] [ ] [ ]


Primeval Awareness- 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.


Supernatural Defense- Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.


Land’s Stride- Moving through nonmagical difficult terrain costs you no extra movement and you can also pass through nonmagical plants without being slowed by them and without taking damage from them. You have advantage on saving throws against plants that are magically created or manipulated to impede movement.


Slayer's Pray


Extra Attack


Fighting Style: Archery


Ranger Archetype: Monster Slayer


Favored Enemies:

You have advantage on Survival Checks to track your favored enemies, as well as INT checks to recall information about them.

  • Beasts

  • Humanoids

    • Elves

    • Humans

    • Abyssal


Natural Explorer:

  • Grassland

  • Forest

When you make an Intelligence or Wisdom check while in your favored terrain, your proficiency bonus is doubled if you are using one of those 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.


Species Traits

Darkvision-- See in darkness up to 60ft

Keen Sense-- Proficiency in the Perception Skill

Fey Ancestry-- Adv. to being charmed, and magic can't put you to sleep.

Trance-- Only need 4 hours of meditation "sleep"

Elf Weapon Training-- Prof. w/ longsword, shortsword, shortbow, and longbow

Cantrip-- Light

Extra Language-- Sylvan

Feats





Equipment Training & Proficiency

Armor Training

Light

Medium

Heavy

Shield

Weapon Proficiency: Simple Martial

Her armor and weapons have a slight glow of light to them.

Tool Proficiency:

Dice Set


Characteristics

Appearance:

  • Race: Vanari — Similar to a high elf

  • Age: Around 600 years old (25-30 years old in human years) 

  • Height: 5’9”

  • Weight: 140lb

  • Skin: Light-skinned but still has a humanistic color to it 

  • Hair: Long silver/gray hair that is held up in a ponytail

  • Eyes: Brilliant sparkling teal color. Green eyes are rare for Vanari and are considered a bad omen. 

Distinguishing features: Her gray/silver hair and her sun birthmark

Her armor and weapons have a slight glow of light to them.

Background & Personality

Helena was born under the eclipse of Sarexis, the Dark Moon. She was born with a sun birthmark on her elbow, and her people called her the Harbinger of Light, for she fit the description of a prophecy.

  • Helena comes from a land of extremely high magic and sophistication. The Vanari are the most powerful race still alive in Nabell. Where the Enari are one with Nature, the Vanari are one with Light. 

    • She has known of magic her entire life

    • Her people fear no other race. They will “deal with problems as they arise;” but their extreme xenophobia prevents them from engaging or helping the affairs of Nabell. 

Inventory

Item

Price

Equipped?

Notes about Item

Light Vial


Your vial of starlight is called the "Tears of God"

Glints


5

Compass


Inside clasp is photo of Stephan

Stephan's Ring


Filled W/Hope & Tragedy

Acurous's Medallion



"Watcher" Antler


Piece of antler from corrupted "Watcher" being. From the Deep Wood of the Shadowclaw's.

Mystery Potion


"40/100"

Blue Shimmer Potion


From Gavra Witch

Mystery Potion


"40/100"

Scroll of Pedigree



Bedroll



Mess Kit



Rations (1 Day)



Hemp Rope


50ft

Tinderbox



Torch



Waterskin



Bejeweled Map



Language Proficiency:

  • Common (Humanoid)

    • (The most commonly spoken language in the world. It was a language formed by the fusion of many cultures all slowly combining together over centuries.)

  • Elvish (Elves)

    • (A complex language, with a great deal of subtlety and intricate grammar. It is very easy to say the wrong thing just by putting emphasis on the wrong syllable in a word)

  • Abyssal (Demons, Devils, and Monsters)

    • (Anyone who speaks either must have some amount of magical ability, as they are extremely difficult, if not impossible, to create some of the noises in the language with normal humanoid vocal cords.)

  • Celestial (Angels)

    • (The language of the Celestials can be both beautiful and disturbing. The structuring of words and sentences can make the language appear extremely chaotic and impossible to follow.)

  • Sylvan (Fey and closest to Vey)

    • (The Sylvan language is a beautiful one, though entirely unpronounceable for anyone with regular vocal cords. The entire language is like music played on a string instrument.)


Currency

CP

SP

EP

GP

PP

Glints

00

00

00

1120

00

5


Health
49/49
Temporary Hit Points
0/10
Hit Dic
7/7
Epic Feat
1/1
Plot Point
0/1
Spell Slots
4/4
Spell Slots
3/3
Spell Slots
4/4
Spell Slots
3/3
Spell Slots
3/3
Spell Slots
2/2
Spell Slots
2/2
Spell Slots
1/1
Spell Slots
1/1