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Sable Nightshade, Tiefling Ranger


Dixi

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Could not resist after all. Rolling for the stats.

Name
Stats:
17,10,13,11,13,12
repeat(keep(4d6,highest,3),6) 6,5,6,3,2,3,5,1,3,4,6,1,1,4,4,3,2,4,5,4,4,3,1,5
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SABLE NIGHTSHADE

Tiefling Ranger 1


Age 23 Height 5 feet 6 inches
Weight 135 pounds

Size Medium

Culture Villager Background: Ruin Delver

 

VITALS
HIT POINTS
12
HIT DICE
1 (1d10+2)
ARMOR CLASS
17
(Hide armour)
SPEED
30 ft.

 
MANEUVER DC
14
PERCEPTION
15 (passive)
IMMUNITIES
None
INSIGHT
13 (Passive)
RESISTANCES
Fire
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics 0

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +3, Stealth* +6,

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 13 (+1) Animal Handling* +3, Culture +1, Insight +1, Medicine +1, Perception* +3, Survival* +3

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0 (verbal), Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor  Light armour, medium armour, shields
Weapons Simple weapons, martial weapons
Tools Herbalism kit, thieve's tools
Senses Darkvision 60 ft.


Languages Common, Dwarven

 

ARCHTYPE: TBD

www.levelup5e.com 

 

EQUIPMENT

Longbow and 20 arrows, scimitar x2, hide armor, thieves' tools, dungeoneer’s pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it) (138gp all together).

Maximum Supply: 10
Maximum Bulk: 1
Carry: 150 lbs

 

BACKGROUND: RUIN DELVER

Ability Score Increases: +1 to Dexterity and one other ability score (chose Constitution).

Skill Proficiencies: Acrobatics and History.

Tool Proficiencies: Thieves' Tools

Languages: One language of your choice. (Dwarven)

Feature: Ruins Intuition You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level.

Connection: You have a mentor who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight.

Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered.

 

DESTINY: EXELLENCE

Some are fated to be the best, the apex, the pinnacle of their craft that all others aspire to. Such perfection demands single-minded determination, unending resolve and focus, and the luck of innate talent. Those destined for Excellence impact the world—often at the cost of countless sacrifices along the way.

SOURCE OF INSPIRATION

Failure. Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1.

FULLFILLMENT FEATURE

A Technique Perfected.

You have achieved the apex in at least some small area of mortal ability. Choose an ability score, combat tradition, or school of magic.

Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die.

Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls.

School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires.

INSPIRATION FEATURE

Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll. 

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 12 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Scimitar. Melee weapon attack: +6 to hit, defensive (light), dual-wielding, finesse. Hit: 1d6+4 slashing damage.

image.png.62206a923a5c1eea3023189185b4fafd.png Longbow. Ranged weapon attack: +6 to hit, heavy, range 150/600, two-handed. Hit: 1d8+4 piercing damage.

image.png.62206a923a5c1eea3023189185b4fafd.png Unarmed. Melee weapon attack: +6 to hit. Hit: 1 bludgeoning damage.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Two-Weapon Fighting


image.png.764ea8e968045aafe287a5a866d19e7f.png Opportunity Attack

 

SPELLCASTING

Caster Level 1 | Spell Casting Ability Wisdom| Spell Save DC 1X | Spell Attack +X


CANTRIPS


image.png.62206a923a5c1eea3023189185b4fafd.png Produce Flame (V, S). You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 

The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 


1ST-LEVEL (X Slots)

 


2ND-LEVEL (X Slots) 

 

 

FEATS & FEATURES

HERITAGE GIFT (TIEFLING)

Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero
hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest.

Hellish Resistance. You have resistance to fire damage.

Infernal Legacy. You know the produce flame cantrip. Once you reach 3rd level, you can cast arcane riposte (fire damage only) once per long rest.
At 5th level, you can cast heat metal without material components once per long rest. Charisma is your spellcasting ability for these spells.

CLASS FEATURES (RANGER)

Familiar Terrain. You are particularly adept at travelling and surviving in natural environments. When making an Intelligence or Wisdom check
related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While travelling in any natural 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 you remain alert to danger. Your passive Perception increases by 2.
• If you are travelling alone, you can move stealthily at a normal pace.
• When you Hunt and Gather, you find twice as much Supply 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.

Studied Adversary. You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of
adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries.

You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also
learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
During a long rest, you can replace a current studied adversary with a new one.

 

EXPLORATION

Guide. While travelling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout
while engaged in any other journey activity.

Ear to the Ground. By expending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able
to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense.

 

APPEARANCE

Sable has a striking appearance with silver skin that seems to shimmer in the moonlight and golden eyes that shine with curiosity. Her snow-white hair is usually pulled back and tied into a practical short braid.

She stands about 5'6" with a lean, athletic build, typical for a ranger accustomed to traversing rough terrain. Her usual attire is a blend of leather and dark cloth, designed for stealth and protection, with a long hooded cloak for concealment. A pair of horns curve subtly back from her forehead, adding to her distinct silhouette.

 

BACKSTORY

Sable Nightshade grew up on the outskirts of Otari, in a small locality that on the map (should it be even labelled there) is marked as part of the town, yet, feels more like a village. Her parents disappeared while exploring ancient ruins when Sable was still very young and her grandmother took the girl in.

The old woman had a house and a few goats, knew something about the herbs and was strictly against any adventuring, trying her best to raise Sable as a decent villager girl. But the young tiefling (granma was sure Sable's look was the punishment to her mother for meddling with ruins and artifacts) much preferred tales of ancient battles and legendary treasures, spending more time with her father's old friend a one-armed dwarf Oluff Bang than milking goats and selling dairy.

Oluff taught her all he could about ruins exploration and Sable declared it her destiny. She will become the best explorer the town (or maybe even the continent!) will ever know. Better than founders!

She learned the ways of the forest and became adept at navigating the wilderness, tracking, and hunting. As she grew older, she began exploring the ruins scattered around Otari's hinterlands. However, her main goal was the Gauntlight. She was convinced there was something in there and saw the thorough exploration of the eery ruin as her self-declared right of passage.

Meanwhile, Sable became a regular supplier of unusual trinkets and relics to Wrin Sivinxi, whom she felt akin to both due to ancestry and shared love for everything strange and mysterious.

When Wrin summoned Sable and other adventurers to discuss a peculiar light she had seen around Gauntlight, Sable took it as a sign that the time to test herself had come. She was ready to answer the call!

 
 
ALLIES & ORGANIZATIONS

Oluff Bang - old friend of parents, mentor.

Wrin Sivinxi - merchant, friend, employer.

 

FOLLOWERS & STRONGHOLDS

 

 

Edited by Dixi (see edit history)
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Posted (edited)
SABLE NIGHTSHADE

Tiefling Ranger 1 https://i.imgur.com/agOPysJ.png
i.imgur.com/agOPysJ.png


AC: 17 | HP: 12/12 | Maneuver DC: 14 | Passive Perception/Insight: 15/13
Spell Slots: 1st, 2nd  | Spell Attack: | Spell DC:
DM Inspiration: 0/1


Once Wrin stopped describing the suspicious activity in the ruins - no! even earlier, as soon as she mentioned Gauntlight! - Sable knew this was it. The time has come for the final ultimate test. Either she is a true ranger and explorer, or she can as well go home to milk the goats. Even if Wrin did not ask to, she would go to see for herself.

"Does anyone else know about it?" she asked, looking at the merchant intently. "Please, let it be still a secret!" It's not like Sable was afraid of competitors - after all, there was a group of them here already - but she wanted to be the first one to step in.

 

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Dixi (see edit history)
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  • 2 weeks later...

Hey @Dixi, I was noticing that your ranger, Sable, and my rogue, Lysytsya, are both ruin delvers. And I've also got a week to kill before Billy selects players for the game. So I was wondering...

If both our characters are accepted into the game, would you want to have them be delving collaborators, or maybe competitors, or maybe they just haven't really bumped into each other in a big way?  

I'm also wondering if Sable's home on the outskirts of the town is the same area I chose for Lysytsya's home (the bit overlooked by the Stone Ring Pond). Maybe they're neighbors?

Edited by Wizard of the Coat (see edit history)
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Sure! Joined backstories are always fun. And we do all work for Wrin Sivinxi after all. Plus, both have an unusual look to bond over this.

Distant "rivals" and inspiration might be the most plausible. Sable is a beginner and it feels like Lysytsya is a pro (through her Dreaming but still). She could be ahead in looting the last scrapes of curios in ruins around (and then Wrin could mention where some of them came from in her shop). That could keep Sable on her toes and inspire her to do better.

Or they indeed could know each other and work together. Even beginning to plan the big take of Gauntlight (thinking who and what to take with them) when the news came this is exactly where Wrin wants to send them.

 

I kind of pictured Sable's home and that outskirt either by the cemetery or on the other side of the Giant's wheel rather than around Sacred Pond (you know, goats) but it's possible Sable saw Lysytsya there playing her flute. Could be where they met?

 

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