Medium Humanoid, Neutral Good
Armor Class 14 Leather Armor
Hit Points 43 (5d10 + 10)
Speed 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
15 (+2)
INT
17 (+3)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +3, CON +5
Skills Acrobatics +6, Athletics +3, Perception +3, Survival +3
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hellish Resistance. You have resistance to fire damage.

Legacy of Cania. You know the Mage Hand cantrip. In addition, you can cast Burning Hands as a 2nd level spell using Charisma as the spellcasting modifier once per long rest. 

Wanderer. 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.

Follower of Civeld. Your faith in the god of the arcane has reaped several blessings. You can cast Detect Magic a number of times equal to your Intelligence modifier per long rest. You also have advantage on Intelligence(Arcana) checks.

Item Proficiency. You are proficient in playing the recorder, wearing all armor and shields, and using any weapon.

Sharpshooter. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapons ignore half and three-quarters cover. Before you make a ranged weapon attack with a weapon you are proficient with, you may choose to take a -5 penalty to the attack roll. If that attack hits, add +10 to the attack's damage.

Archery Fighting Style. You gain a +2 bonus to attack rolls made with ranged weapons.

Action Surge. You can push yourself beyond your limits, and take an additional action on your turn. You can only do this once per rest.

Arcane Archer Lore. You know the Druidcraft cantrip.

Arcane Shot. Once per turn, when you fire an arrow from a shortbow or longbow as part of the attack action, you can apply one of your arcane shot options to the arrow. You know two options, and can use this feature twice per rest. If the arrow requires a creature to make a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. You only expend a use of this feature if the arrow hits, unless the option doesn't use an attack roll.

Actions

Multiattack. When Zafirith takes the Attack action, she can make two attacks with a weapon she is holding. She can still only use one Arcane Shot on her turn.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage.

Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 4 (1d6) or 5 (1d8) bludgeoning damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit:  7 (1d8 + 3) piercing damage.

Bursting Arrow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit 7 (1d8 + 3) piercing damage. Magical energy bursts out from the target, dealing 8 (2d6) force damage to the target and each creature within 10 ft. of it. 

Grasping Arrow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit 7 (1d8 + 3) piercing damage. When this arrow strikes its target, magical thorny, poisonous vines quickly enwrap the target. The target immediately takes 8 (2d6) poison damage, its speed is reduced by 10 ft., and it takes 6 (2d6) slashing damage the first time it moves 1 ft. or more without teleporting. The target or any other creature that can reach it can use its action to make a DC 14 Strength (Athletics) check to remove the brambles. Otherwise, the brambles last for 1 minute or until you use this arrow again.

Bonus Actions

Second Wind. As a bonus action, you can regain 1d10 + 5 hit points. You can only use this feature once per rest.

Description

Zafirith Ablebow is a wanderer. Unable to stay in one place for long before the itch to travel returns, she brings her trusty bow with her wherever she goes. The last remnant of her original family, her fathers book on the elven magicks of archery is her most valued keepsake. Her time spent in nature has brought a great appreciation in her for it, and she enjoys smelling the outside air and watching various wildlife go about their lives. When she finds herself in a town or city for supplies, she can be nervous and on edge.

 

Previous Versions

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