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Statblock
Princess Merida of Dunbroch HumanWildhunt Shifter Ranger 6 Chaotic Good AC 16 HP 52 Speed 35ft (climb/swim) Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0) Attacks Longbow +9 1d10+4 Rapier +7 1d8+4 Shortsword +7 1d6+4 Background Folk Hero - Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. ASI & Feats +2 Dex - Animal HandlerIncrease your Wisdom score by 1, to a maximum of 20. You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area., SharpshooterAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. Race: Wispbound Human(Wildhunt Shifter) - Ability Score Increase Your Wisdom score increases by 2, Dexterity increase by 1, DarkvisionYou 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., Natural TrackerYou have proficiency in the Survival skill., Keen SensesYou have proficiency in the Perception skill., WispingAs a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest, Mark the wispsAs a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. Class: Ranger - Favored FoeWhen 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 1d6. 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., CannyChoose one of your skill proficiencies(perception). 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, RovingYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed., Fighting style(Archery)You gain a +2 bonus to attack rolls you make with ranged weapons., SpellcastingSpellcasting 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. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals., Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest., Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Subclass: Horizon Walker Detect PortalAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals., Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Vitals
Name: Merida of Dunbroch Age: 16 Height: 5'4 ft. Weight: 7¼ st. Sex: Female Race: Wildhunter(refluffed) Class: Ranger Subclass: Horizon Walker Background: Folk Hero
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Personality
"Mum calls meh stubborn, well, when she's feelin' nice about it she does. Da' says I'm determined. I says you cannay deter me no matter yur mind." When I set my mind to something, I follow through no matter what gets in my way.
Ideal
"I am whot I am, if you don' like eit, then tha's youhr problem noa mine" Sincerity. There's no good in pretending to be something I'm not. (Neutral)
Bond
"If I dohn save the wee turtles, whu will?" I protect those who cannot protect themselves.
Flaw
"Auch, I don't know! Ask mum, she'll give you a list." Doesn't annunciate, chortles, stuffs her gob, plucks too hard on her harp strings, stitches too wide, sleeps in, is messy, unmannerly, impatient, gets bored easily when indoors, lays her weapon on the table, raises her voice, drinks too much, impetuous, reckless, doesn't consider how her actions or words may affect others.
Backstory
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Throughout her life Merida has found herself led on paths that would change her fate. Too often these paths were set by the will o' the wisps, the tricksome fey spirits that are rumored to lead one to treasure or death. Merida's connection to these spirits grew throughout her life, until coming to fruition at the standing stones where her family slew Mor'du and released the spirit of the prince. In gratitude, yet somewhat unbeknownst to the young maiden, this influential wisp bestowed its favour upon her that manifest when she need kindle her passion and determination, or in short: needs to be Brave. Over time these abilities became more second nature to the young huntress, and she could use her influence to call upon other wisps, using their power to locate places where the veil between the worlds are thin, or enhance her arrows with otherworldly power, or even wink herself in an out of existence in the same way the will o' the wisps do. The young princess would have perhaps lived differently had she the opportunity to fully manifest these abilities, but fate, or more accurately, her mother had other plans. If she wouldn't marry and wouldn't learn from her mother, then she would attend school with more exemplary princesses, and perhaps surrounded by her peers she would come to become the princess and eventually queen she was meant to be. So this went the way one might expect, and how too frequently the Queen's best laid plans and intentions go, that is it seemed to nearly completely backfire. More often than not, Merida missed class, either sleeping in from a long night of not so princessly behavior and sneaking off to the training grounds. It was where she had Angus stabled, who was apparently not a princessly horse, auch! Anyway, she learned to fight with two off balance swords. Her first attempt with the longsword or claymore that she wanted was laughable. She hadn't the weight to not be moved by swinging the sword, and spinning around in real swordplay is a sure way to get steal in your back. So after starting with a shortsword and dirk, she worked up to a rapier and shortsword, it was very fun, and even more fun once she found out that the guy who'd been teaching her was Mulan. It was Great! The only bit of princessing that Merida had any interest in was their magic, lessons on how to find ones talent in being beloved by people and animals alike. Most of the princesses did this with beautiful singing and embodiment of grace... that was not Merida's style. She spent most of her manditory volunteer hours at an orphanage, giving out treats that she stole, telling wild stories, wowed them with her acrobatics and occasionally with how fast she could drink a rootbeer or how many pastries she could stuff in her face. As opposed to learning song and grace, she learned magic by sheer force of will and animal empathy. Merida learned to think like an animal, to share their thoughts, to influence them through sheer force of "will". This she perfected though lessons received from the witch in the woods, who she'd run into at the guilds, and would go see on occasion with some of her extracurricular fund under the pretense of studying woodcarving. Her lessons at the mage tower... well, his beard won't be pink and blue forever... but they acknowledged her progress, despite not truly understanding how she was really going about it. It was becoming clear that Merida was advancing well. Despite her unprincessly manner, she had endeared herself to many at the training grounds. At 5'4 she was very very much smaller than most of the warriors in training, but she never let failure bother her, and the power of her spite and stubbornness is not to be underestimated, as she now can rival most any of them. The knights she had the most trouble with, many not willing to spare with her as it was against their ideals of chivalry, and the very very rare times they did, they "let her win". It was insulting and infuriating, but how brave were men who stuffed themselves inside so much steel they couldn't even move without a horse.

 

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I also bought Angus... [floatleft][img2=125]https://lumiere-a.akamaihd.net/v1/images/open-uri20150422-20810-8p8235_1f43924e.jpeg[/img2][/floatleft][size=4]Angus the Warhorse[/size] - Large beast, unaligned[hr][/hr][b]HP[/b] 19/19 (3d10+3) | [b]AC[/b] 13 | [B]Speed[/B] 60 ft. STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2) [B]Trampling Charge.[/B] If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. [B]Hooves.[/B] Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) bludgeoning damage. [hr][/hr][spoiler=Angus][center][img]https://2.bp.blogspot.com/-zZgQticRdGM/V73ltzcqn3I/AAAAAAAACyg/uxQRsHFsCRkYGpPH2u1E2gpatvwYrXETgCLcB/s1600/tumblr_n1do2uZtWZ1rey868o1_500.gif[/img][/center][/spoiler]
I also bought Angus...
open-uri20150422-20810-8p8235_1f43924e.jpeg
Angus the Warhorse - Large beast, unaligned
HP 19/19 (3d10+3) | AC 13 | Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)

Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 + 4) bludgeoning damage.
 

Angus

 

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