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Orchard, Fairy Ranger


Peacemonger

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Orchard

Happiness Merchant and All-Around Helping Hand

 

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"A fair trade earns a nod. A good trade wins a smile. The best trade brings happiness."

 

RANGER 1

Small fey male (Fairy), neutral good


Armor Class 18 

Hit Points 12
Speed 30' ft.


Senses 

Languages common, sylvan, draconic, elven, gnomish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +2* 
Athletics +2**


Dexterity 14 (+2) 
Save +4* 
Acrobatics +2** | Sleight of Hand +2** | Stealth +2**


Constitution 14 (+2)
Save +2* 
No skills associated.


Intelligence 10 (+0)
Save +0* 
Arcana +0** | History +0** | Investigation +0** | Nature +0** | Religion +0**


Wisdom 17 (+3)
Save +3* 
Animal Handling +5**Insight +7** (E) | Medicine +3** | Perception +3** | Survival +5**


Charisma 10 (+0) 
Save +0* 
Deception +0** | Intimidation +0** | Performance +0 | Persuasion +2** 

* (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Vehicles (Land)
  • Instruments 
  • Weapons Simple weapons, martial weapons
  • Armors Light armor, medium armor, shield

RANGER CLASS ABILITIES
Favored FoeThis 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
 | Deft ExplorerThis 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
 | 


RACIAL TRAITS
Fairy MagicFairy Magic. You know the Druidcraft cantrip.

Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
 |


FEATS
-None yet |

 

WEAPONS

WEAPONS

  • Quarterstaff +2 to hit for (1d6+2) bludgeoning | Versatile (1d8)
  • Dagger +4 to hit for (1d4+2) piercing damage. | Finesse, light, thrown (20/60)
  • Shortbow +4 to hit for (1d6+2) piercing damage. | Ammunition, two-handed (80/320)

 

SPELLS

SPELL SLOTS -/- (1st), )

  • Ranger - Spell Save DC: - | Spell Attack Mod: - | Spells Known: -

CANTRIPS (Ranger)

- Druidcraft


FIRST LEVEL (Ranger)

-

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (124.04 lbs.)

  • Weight: 118.3 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.04 lbs.)

Copper: 0 | Silver: 1 | Gold: 2 | Platinum: 0

(15 Coins x .02 lbs. = .04 lbs. Total Weight)


EQUIPEMENT READIED (61 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (47 lbs.) Scale Mail - 45 lbs. | Shield - 6 lbs. | Traveler's Clothes - 2 lbs.
  • Weapons (7 lbs.) Quarterstaff - 4 lbs. | Dagger - 1 lb. | Shortbow - 2 lbs.  
  • Readied Items (1 lbs.) Quiver of arrows 1 lb.  

EQUIPMENT STORED (62 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (35 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lbs. | 8 Torches - 8 lbs. | 10 days rations - 20 lbs. | Letter of Introduction from Guild - 0 lbs. 
  • Strapped to Backpack (27 lbs.) Waterskin - 5 lbs. | 50' hempen rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | 2 Torches - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home
  • Mule & Cart  Horn (Instrument) - 2 lbs. | Bright green feather (trinket) - 0 lbs.

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE

Age - 20 | Height - 3'2" | Weight - 35 lbs. | Hair Sandy Blonde | Eyes Jade Green | Complexion Fair


With a great, wide yawn Orchard remained unmoving. Less that he was still asleep and more that he was trying to resolve the dream he was having despite now being awake. Clenching his eyelids he tried to hold onto the imagine of a beautiful young Halfling... or Gnome... or something with wings. Now just a mere silhouette he was trying to remember if he was supposed to be giving her an item, save her from some trouble, perhaps even fall in love. 

 

His mouth twitched and his fingers danced as he tried to hold on...

 

Orchard's eyes opened with a slight look of disappointment. Scratching his bare shoulder blades he took a look about to where he was, and sure enough he was in his namesake, a small apple orchard, the remains of his midnight snack scattered around, a most grizzly sight of apple cores. As often as not it felt more natural to sleep outside under the stars, or clouds, or moonlight. 

 

With the lost dream now completely out of mind, he pulled out a small piece of parchment with writing on it. He was at a loss yet again. He loved being a merchant... or at least part of it. Nothing beat the glow on someone's face when they found just what they wanted, even better if they didn't know they'd been looking for it. Still, what someone really wants and what they can pay for is an entirely different matter. A discount here, some bad luck there, not to mention overstocking fresh goods... well, he never planned on being rich. There was something to trade whether one had coppers or a dragon's hoard, and for Orchard coppers were well enough for now.

 

Then again... there wasn't too much that brought happiness to people for coppers, and lots more that cost gold...

 

Running both hands through his long, sandy blonde hair he tied it back into a ponytail, casting a touch of Druidcraft to make the tie. Finding his shirt and coat he slipped both on with ease. With a final lazy, dreamy sigh he set off to start a new day. His steps were light, his eyes were free to glance around, and his voice, relaxed and thoughtful murmured an old folk song he'd heard...

 

"A land of mystery and dread,

Of beast and bandit it is said,

It lures brave heroes far and wide,

A land that's stolen, it's riches hide.

 

"Stolen Lands, Stolen Lands, I wish to see it so,

Stolen Lands, Stolen Lands, to steal it for myself.

 

"A land of history that's dire,

A place to win or lose the noble's ire,

It lures brave heroes far and wide,

A land for conquest, for fool's pride."

 

He stopped the tune there, and realized he'd sung it better than usual. He had little interest in fame or glory, but the chance to set up a trade route... a true connection across the lands... now that was something worth dreaming about. That was something he could be a fool for.

 

BACKGROUND

Guild Merchant
Source PHB


  • Personality Traits: Speaks as if lost in a dream, wishes to see the best in people even when he spots the worst, sometimes is slow to understand thing that other people do... the sorts of things that are more natural to humanoids.
  • Ideals: Find and bring people the things that will make them happy, don't cry (too much) over spilt milk, be the person that you'll be happy with the next day
  • Bonds: The Gnomes who raised him, the Guild that puts up with his lack of profits, the people he's already traded with
  • Flaws: Can put others' needs before his own even when he shouldn't, easily distracted, sometimes his stranger, Fey nature can come out when exposed to new experiences

Background Feature: Guild Membership


BACKSTORY

Orchard was named after the place he was found, in a small orchard in a home of Gnomes located in the Rostland Plains. The two asked around at who'd left the babe, but could find no one. After first the thought the child another Gnome, but there was something a bit off about it, some scars on its shoulder blades, and a feeling that there was something that ran deeper within. Still, good folk they were they weren't ones to simply abandon the baby, they raised young Orchard well... especially given the challenges.

 

Their concerns were confirmed when Orchard became a toddler and it was clear he lacked a moral compass, giggling mirthfully when someone tripped and fell, not understanding why he couldn't steal from others, finding a fascination when an insect or beast caught and killed its prey... nothing too outlandish, but nevertheless small signs that there was something a bit off. The two worked long and hard to set an example and spent many a day and night instilling what virtues they could into the boy. In truth, they did a fine job of it and even if Orchard was naturally rough around the edges, he picked things up and if anything was too kind and trusting for his own good.

 

It was when he was learning not to simply take things that weren't his that he took to trading. He'd figure out what the children around liked and tried his best to trade meals, and got it right perhaps half the time. Even with no money, he could at least find where things were and point people in the right direction. And if there was something he wanted? He could ask about how he could earn it, though he never held onto any prized possession for too long, always giving it away. 

 

When old enough, he apprenticed at the regional merchant's guild as a simple laborer, and to do whatever odd jobs were needed. Looking something between a Gnome and Halfling, most decided him a Gnome since that's the language he could speak, though his foster parents had admitted he was something of a cousin, and they couldn't exactly say what. It mattered little to Orchard, he was patient, happy, and found time enough for friends, and food, and picking up (and dropping) hobbies left and right. 

 

Orchard's name was first brought up with the most recent expedition as a potential choice since the boy seemed to have little knack for making coin the normal way, maybe he could find some luck on the frontier. Besides, it was a dangerous place, and maybe the young, short Feyish lad was suited to the dangers more than a more valuable member. At first, Orchard politely declined having no interest whatsoever in something so bold and daring. Still, the seed had been planted and thinking about getting Ol' Jaff a piece of art, young Marianne pretty and rare flowers, to the friends, neighbors, and acquaintances all things he'd never be able to get otherwise... something felt just right about making that trek.  

 

Edited by Peacemonger (see edit history)
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Orchard - Fairy Rangerspacer.png


AC: 18 | HP: 12/12 | Initiative: +2 | Passive Perception: 13


Post goes here.

"Speech"

thoughts in italics

 



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.


HD: 1/1d10

Foe Slayer: 2/2

     

 

A Few Notes

Thoughts on Orchard

  • Intent is to make him a Fey Wanderer
  • Also plan to give him the Druidic Warrior Fighting Style, and grab Shillelagh so he can use his Wisdom for attacks
  • No plans to multiclass at this time, and if so, would be down the line
  • Though I think I made it pretty clear, thinking of some kind of merchant/trader/economist role for the kingdom-building aspect
  • Like the idea that he doesn't entirely know what he is. He knows he's something Fey-ish in nature, but that's it

Small Items

  • The Fairy lineage is included in Monster of the Multiverse, so should be set there
  • Bought a shield and horn (instrument) with his starting gold
  • Rangers start with a longbow, but since it has the heavy property he has disadvantage. Would swap it out for a shortbow if allowed, but honestly not a big deal
  • Took away the wings, and didn't replace it with anything. I'm fine with starting with just the Fairy Magic trait
  • Since I went with the alternate Guild Artisan background of Guild Merchant, replaced the Artisan Tool with Vehicles (Land), and also switched out the tool for a mule and cart as is listed. Can make changes and tweaks to this as needed

 

@bwatford: Think I've got the essentials down, and ready for any feedback. 

Edited by Peacemonger (see edit history)
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Interesting character as usual from you Peacemonger, swapping the swords should be fine. Still a ways away from the ad close date and I am sure I will have a lot of apps to go through, but this will definitely be one in the running for final selection.

 

Good luck.

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