Character Information
| Class | Race | Pronouns | Background | Alignment | Level | XP |
|---|---|---|---|---|---|---|
| Ranger - Dunestrider | Half Elf | he/him | Outlander | Neutral Good | 6 | 0 |
| Player Name | Pronouns |
|---|---|
| Mahesh | he/him |
TABLE WITHOUT ID
length(rows) as "Sessions attended",
100 * length(rows)+2 as "Total XP"
FROM "The Fey Isles/Sessions"
WHERE typeof(players) = "array"
AND filter(players, (p) => startswith(this.file.name, p))
GROUP BY "Sessions attended"
Created from: https://picrew.me/en/image_maker/683306
Backstory
Ruthejio Windrustler, joined the Larksong Archive as the resident cartographer, in order to map the unknown world, but also in order to find the locations of both his mothers.
Ruthejio prefers to be called “The Windrustler” or “Windrustler” in an edgy sort of way, but everyone just calls him “Ruth”.
His elf mother, Terastra Cemenlo, is a world renowned explorer and cartographer, known for mapping the current known world map of The Fey Isles, who as far as Ruthejio is concerned, abandoned him to be raised by his human mother, Aren Windrustler.
Aren raised Ruthejio on the isle of Perrenía, mostly in the wilds away from towns, to avoid the attention of a human raising a half elf, and teaching him the skills of a Ranger, Cartographer, and Navigator. Through this Ruthejio became incredibly keen of sense and surroundings, though his mother was always one step ahead of him. During this time Aren said she had no contact with Terastra.
However on Ruthejio’s 20th Birthday, Aren disappeared leaving behind only a letter. The letter explained that now that Ruthejio was of age, and had learned everything she could teach him, it was time for him to make his own way in the world. She also explained that Terastra hadn’t abandoned them, and was often close by as he was growing up during the times that Terastra was free, usually in a disguise, and at other times sending letters to Aren during her adventures. The letter goes on to explain that Terastra has gone missing, and Aren has gone to look for her. She ends by saying that Ruthejio should not look for them.
Initially in shock, Ruthejio decides he needs to become a cartographer on the same level as Terastra in order to win approval from his mothers and joins the Larksong Archive who were looking for people with his talents. Years pass and his skills are slowly improving, but has not heard from, not even a rumour, about either or both of his mothers. From learning about the mysteries of Pinion, he thinks he can use Pinion to find his mothers, or what happened to them…
tl;dr cartographer with mummy issues
see Character Notes for additional character information
Stats
| AC | Initiative | Speed | Climbing | Size |
|---|---|---|---|---|
14 | +3 | 30 | 30 | Medium |
| Max HP | HP | Temp HP |
|---|---|---|
55 | 53 | 0 |
| Hit Dice | Total HD | Cur HD |
|---|---|---|
6d10 | 6 | 6 |
| Inspiration |
|---|
Ability Scores
| Ability | Score | Modifier | Skill | Proficent | Bonus | Modifier | |
|---|---|---|---|---|---|---|---|
| Proficiency Bonus | +3 | ||||||
| STR | 16 | +3 | |||||
| Saving Throw | ✅ | +6 | |||||
| Athletics | ✅ | +6 | |||||
| DEX | 16 | +3 | |||||
| Saving Throw | ✅ | +6 | |||||
| Acrobatics | +3 | ||||||
| Sleight of hand | +3 | ||||||
| Stealth | +3 | ||||||
| CON | 14 | +2 | |||||
| Saving Throw | +2 | ||||||
| INT | 14 | +2 | |||||
| Saving Throw | +2 | ||||||
| Arcana | +2 | ||||||
| History | +2 | ||||||
| Investigation | ✅ | +5 | |||||
| Nature | ✅ | +5 | |||||
| Religion | +2 | ||||||
| WIS | 18 | +4 | |||||
| Saving Throw | +4 | ||||||
| Animal Handling | +4 | ||||||
| Insight | +4 | ||||||
| Medicine | +4 | ||||||
| Perception | ✅ | +3 | +10 | ||||
| Survival | ✅ | +7 | |||||
| CHA | 13 | +1 | |||||
| Saving Throw | +1 | ||||||
| Deception | +1 | ||||||
| Intimidation | +1 | ||||||
| Performance | +1 | ||||||
| Persuasion | +1 | ||||||
| Passive Perception | 20 |
Actions
Weapons
| Name | Range | ATK Bonus | Damage | Properties |
|---|---|---|---|---|
| Longbow | 150/600 | +8 | 1d8 +3 | Heavy, two-handed |
| Handaxe | 5/20/60 | +6/+8 (Ranged) | 1d6 +3 | Light, thrown |
| Light hammer | 5/20/60 | +6/+8 (Ranged) | 1d4 +3 | Light, thrown |
Tip
Bonus action. Two weapon fighting with light weapons. Don’t add damage bonus.
Abilities
- Bonus action - Mark Favoured Foe
- Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spellcasting
| Spellcasting Ability | Spell Save DC | Spell Attack Modifier |
|---|---|---|
| WIS | 15 | +7 |
Abilites
Ritual Casting
- Your knowledge of the natural world allows you to draw out its innate magic. You can cast and Ranger spell that you have prepared as a ritual as long as that spell has the ritual tag.
Spell Slots
| Level | Max | Remaining |
|---|---|---|
| 1 | 4 | 1 |
| 2 | 2 | 1 |
Spells
Tip
At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose WIS modifier + half ranger level rounded down.
| Max Prepared Spells |
|---|
6 |
✨ - Always Prepared
🪄 - Prepared
| Prep | Level 1 | Prep | Level 2 |
|---|---|---|---|
| ✨ | [[Spells#absorb-elements | Absorb Elements]] | ✨ |
| ✨ | [[Spells#silent-image | Silent Image]] | ✨ |
| [[Spells#alarm-ritual | Alarm (Ritual)]] | ||
| [[Spells#animal-friendship | Animal Friendship]] | ||
| [[Spells#beast-bond | Beast Bond]] | ||
| 🪄 | [[Spells#cure-wounds | Cure Wounds]] | |
| [[Spells#detect-magic-ritual | Detect Magic (Ritual)]] | ||
| [[Spells#detect-poison-and-disease | Detect Poison and Disease]] | ||
| 🪄 | [[Spells#ensnaring-strike | Ensnaring Strike]] | |
| 🪄 | [[Spells#entangle | Entangle]] | |
| [[Spells#expeditious-retreat | Expeditious Retreat]] | ||
| 🪄 | [[Spells#fog-cloud | Fog Cloud]] | |
| [[Spells#goodberry | Goodberry]] | ||
| [[Spells#hail-of-thorns | Hail of Thorns]] | ||
| [[Spells#jump | Jump]] | ||
| [[Spells#longstrider | Longstrider]] | ||
| [[Spells#purify-food-and-drink | Purify Food and Drink]] | ||
| [[Spells#searing-smite | Searing Smite]] | 🪄 | |
| [[Spells#snare | Snare]] | ||
| [[Spells#speak-with-animals-ritual | Speak with Animals (Ritual)]] | ||
| [[Spells#zephyr-strike | Zephyr Strike]] | 🪄 | |
| [[Spells#summon-beast |
Features & Traits
Outlander
Origin
Outcast 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 five other people each day, provided that the land offers berries, small game, water, and so forth.
Knacks
| Known Knacks |
|---|
| 4 |
Slayer I
When you hit a creature with a weapon attack you can mark it as your Favored Foe as part of the same attack, and apply your Favored Foe damage bonus to the damage roll.
Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Favored Foe, you can treat a roll of 7 or lower on the d20 as an 8.
Slayer II
Prerequisite: 6th-level Ranger, Slayer I Your tracking abilities have become supernaturally accurate. You always know the exact direction and distance of your Favored Foe while you are on the same plane of existence.
Explorer I
Whenever you make a Wisdom (Survival) check to navigate in the wild, forage for food and water, or to avoid becoming lost, you can treat a roll of 7 or lower on the d20 as an 8.
Trapper
As an action, you can set a hidden trap made out of natural materials in an adjacent 5-foot space. The first creature to move into the area must succeed on a Dexterity (DEX) saving through against your Spell Save DC or become restrained.
A creature repeats its saving throw at the start of each turn, ending the effect on a success. A creature can detect a trap by succeeding on an Intelligence (Investigation) check against your Spell Save DC. You can have a number of active traps equal to your Wisdom (WIS modifier), min 1.
Max: 4
Alpine Adept
You are amazingly surefooted. You gain a 30ft climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level. If you already have climbing speed, it increases by 10ft.
Wilderness Expertise
Perception
Proficiency bonus is doubled on skill checks.
Language
One additional language
Fighting Style
Archery
You gain a +2 bonus to attack rolls with ranged weapons
Favoured Foe
| Die | Max Marks | Cur Marks | Duration |
|---|---|---|---|
d6 | 4 | 1 | 8 hours |
Current mark: Orc Captain
You hunt as the creatures of the wild. Beginning at 2nd level, you can use a bonus action to mark a create you can see as your Favoured Foe, granting you the benefits below for 1 hour, until the creature is slain, or you mark another creature:
- Each time you hit the creature with a weapon attack you deal bonus damage equal to your Favoured Foe die. This die begins as
d4and changes as you gain Ranger levels, as shown in the Favoured Foe column of the Ranger table. - You have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to locate or track the creature
You can mark a creature this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of this feature remaining, you can expend a spell slot of 1st-level or higher to use this feature one additional time.
Dunestrider
Archetype
Dunestrider spells
Always prepared
3rd level
- Absorb Elements
- Silent Image
5th Level
- Invisibility
- Mirror Image
Wilderness Adept
Additional Knack
- Alpine Adept
Wasteland Weaver
- Gain proficiency with weaver’s tools
- Double proficiency bonus to any checks you make using weaver’s tools
- End of long rest, can use weaver’s tools to enhance
1clothing/cloak. While creature wears:- Bonus to DEX (Stealth) checks to hide in wasteland/wilderness equal to Favoured Foe die
1/4as much water to survive- Advantage on saving throws to resist effects of harsh environments, and subsequent exhaustion levels
- During long rest, MUST spend time maintaining any enhanced garments, or they lose benefits
- Total number of garments equal to WIS modifier:
3- Current garments:
1- Currently wearing enhanced clothes
- Current garments:
Equipment
Armour
- Leather armour
Weapons
- Handaxe
1d6slashing- Light, thrown (20/60)
- Light hammer
1d4bludgeoning- Light, thrown (20/60)
- A longbow and 20 arrows
1d8piercing- (150/600), heavy, two-handed
Packs
- An explorer’s pack
- Backpack
- Bedroll
- Mess kit
- Tinderbox
- 10 torches
- 10 days of rations
- Waterskin
- 50ft hempen rope
Misc
- Pan flute
- Broken
- A gift from Aren
- Staff
- Hunting trap
- A necklace made from Owlbear claws
- A set of traveler’s clothes
- A key to the portal door leading to Pinion
- Red shimmering egg from Bella the Bookbinder
Money
- 10 GP
Other Proficiencies & Languages
Proficiencies
- A musical instrument
- Pan flute
- Armour
- Light
- Medium
- Shields
- Weapons
- Simple
- Martial
- Tools
- Navigator’s tools
- Cartographer’s tools
- Weaver’s tools (from Dunestrider archetype)
- Misc
- Underwater swimming/breathing - 1 hour
Languages
- Common
- Elvish
- Gnomish
- Feyspawn Language
Character Notes
Personality Traits
- I’m driven by a wanderlust that led me away from home.
- I’m aiming to be a cartographer that rivals my mother Terestra Cemenlo
Ideals
- Change. Life is like the seasons, in constant change, and we must change with it.
- At least that’s what my mother, Aren, said to me.
Bonds
- The Larksong Archive has provided a place for me and will do anything for them
- I have uncertain feelings toward my mothers for abandoning me
Flaws
- I am slow to trust members of other races, tribes, and societies.
- From growing up as a half-elf outcast in the wilderness of Perrenía
Additional Character Details
| Height | Weight | Age |
|---|---|---|
| 5’7” | 146 lb. | 30 |
Allies & Organisations
- Terastra Cemenlo - Elf Mother
- Missing
- Aren Windrustler - Human mother
- Missing
Treasure
Misc Notes
- Windrustler, the surname, is derived from the fact that members of the lineage are generally very good at discerning information (i.e Perception) from very little by attuning very closely to their surrounding, i.e being able to pick up the rustle in the wind.
Leveling up
Tip
This section is things to do when levelling up to the next level, include current level and next level related things!
| Level | PB | Features | FF | 1st | 2nd | Known Knacks |
|---|---|---|---|---|---|---|
6 | +3 | Favoured Foe Improvement | d6 | 4 | 2 | 4 |
7 | +3 | Ranger Archetype Feature | d6 | 4 | 3 | 4 |
- HP -
1d10 or 7 + CON - Add a HD
- Ranger Archetype Feature
- Rugged Resilience
- You imbue the mystical weave of your enhanced garments with illusion magic. A creature wearing one of your enhanced garments can use a bonus action to cast
invisibilityon itself. - It can do so
3times, but when the last use is expended, the garment loses any beneficial properties. - Your enhanced garments regain all uses of this feature when you spend time during a long rest maintaining your enhanced garments.
- You imbue the mystical weave of your enhanced garments with illusion magic. A creature wearing one of your enhanced garments can use a bonus action to cast
- Rugged Resilience