Wild Elf

Galinndan Siannodel's page

757 posts. Alias of Decimus Observet.


Full Name

Galinndan Sinnodel

Race

| HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14

Classes/Levels

| Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

Gender

Male CG Wood Elf Ranger (Revised) 4

Alignment

Chaotic Good

Languages

Common, Elvish, Undercommon

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Galinndan Siannodel

Galinndan Sinnodel

Male Wood Elf Folk-Hero Ranger (Revised) 4
Chaotic Good

Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 8 (-1)

Size: Medium
Height: 5' 4"
Weight: 130 lb
Skin: Copper
Eyes: Hazel
Hair: Green Straight; Beardless

Maximum Hit Points: 36

Speed: 35 feet

Inspiration:

Armor Class: 16 = 12 + 4 [dexterity]

Proficiency bonus: +2
Initiative modifier: +4 = +4 [dexterity]
Attack (handheld / thrown): + 2 + 2 [proficiency]
Attack (missile / finesse): + 6 = + 4 [dexterity] + 2 [proficiency]
Strength save: + 2 = + 2 [proficiency]
Dexterity save: + 6 = + 4 [dexterity] + 2 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: -1 = -1 [charisma]
Insight (passive): 14 (19 with advantage)
Investigation (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 150 lb maximum

For groups using the optional encumberance rules:

If carrying more than 50 lb, encumbered -- -10 on speed

If carrying more than 100 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity

Languages: Common, Elvish, Undercommon

Unarmed strike [+2 to hit; 1 bludgeoning]

2 Daggers +6 1d4+4 piercing 20/60 1 lb. finesse, light, thrown

+1 Short Sword +7 1d6+5

Spells Known:
Disguise Self
Ensnaring Strike
Hunter's Mark
Zephyr Strike

Feats:

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Trained?

Misc.
Modifier
Acrobatics Dex 4 = +4

Animal Handling Wis 4 = +2
+ 2
Arcana Int 1 = +1

Athletics Str 0 = +0

Deception Cha -1 = -1

History Int 1 = +1

Insight Wis 4 = +2 + 2

Intimidation Cha -1 = -1

Investigation Int 1 = +1

Medicine Wis 2 = +2

Nature Int 3 = +1 + 2

Perception Wis 4 = +2 + 2

Performance Cha -1 = -1

Persuasion Cha -1 = -1

Religion Int 1 = +1

Sleight of Hand Dex 4 = +4

Stealth Dex 6 = +4 + 2

Survival Wis 4 = +2 + 2

At ranger level 1, Galinndan Sinnodel knows 0 ranger spells.

Check any artisan tools with which Galinndan Sinnodel is proficient:

Cartographer's tools

Elf

Elves receive +2 dexterity (already included).

Darkvision (see 60 feet black-and-white in pitch-dark)

Advantage on saving throws against being charmed; immune to magical sleep

All elves have a bonus proficiency in perception

Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.

Wood Elf (subrace)

Wood Elves receive +1 wisdom (already included).

Wood Elves base walking speed is 35 feet.

Wood elves are proficient with longsword, short sword, longbow & shortbow

Wood Elves can attempt to hide in the wilderness even when lightly obscured.

Folk Hero

You can find a welcome and protection from ordinary people as long as you are decent.

You can probably operate ordinary land vehicles.

You are proficient with one set of artisan tools.

Ranger

Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
• 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 (such as foraging, navigating,
or tracking), you remain alert to danger.
• If you are traveling alone, you can move
stealthily at a normal pace.
• When you forage, you find twice as much food
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.

Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on
Intelligence checks to recall information about
them.
When you gain this feature, you also learn one
language of your choice, typically one spoken by
your favored enemy or creatures associated with it.
However, you are free to pick any language you
wish to learn.

This ranger chose the following favored enemies:

Humanoids

Fighting Style
At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.

Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.

Spellcasting
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. See chapter 10
for the general rules of spellcasting and chapter
11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots
you have to cast your 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 2ndlevel
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

Primeval Awareness
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), you can sense whether any of your
favored enemies are present within 5 miles of
you. This feature reveals which of your favored
enemies are present, their numbers, and the
creatures’ general direction and distance (in
miles) from you.
If there are multiple groups of your favored
enemies within range, you learn this information
for each group.

Ranger Conclave
At 3rd level, you choose to emulate the ideals
and training of a ranger conclave: the Beast
Conclave, the Hunter Conclave, or the Stalker
Conclave, all detailed at the end of the class
description. Your choice grants you features at
3rd level and again at 5th, 7th, 11th, and 15th
level.

Underdark Scout
At 3rd level, you master the art of the ambush.
On your first turn during combat, you gain a +10
bonus to your speed, and if you use the Attack
action, you can make one additional attack.
You are also adept at evading creatures that
rely on darkvision. Such creatures gain no
benefit when attempting to detect you in dark
and dim conditions. Additionally, when the DM
determines if you can hide from a creature, that
creature gains no benefit from its darkvision.
Deep Stalker Magic
At 3rd level, you gain darkvision out to a range of
90 feet. If you already have darkvision, you
increase its range by 30 feet.
You also gain access to additional spells at 3rd,
5th, 9th, 13th, and 15th level. Once you gain a
deep stalker spell, it counts as a ranger spell for
you but doesn’t count against the number of
ranger spells you know.
Deep Stalker Spells
Ranger Level Spells
3rd disguise self
5th rope trick
9th glyph of warding
13th greater invisibility
17th seeming

Buppido's NPC Card!:
1/minute: Buppido cuts a mad caper around you, laughing maniacally the whole time. Force a single attack roll against you to be made with disadvantage.
1/day: Buppido charges madly at an opponent, screaming his odd and completely confident war-cry. His reckless charge forces a creature no more than 2 sizes larger than him to use its reaction and all of its movement to move 10 feet out of the way. The creature chooses the direction in which they move.
Inspiration: Buppido’s madness can be contagious. Force one creature that can see, hear, and understand Buppido to make a DC 16 wisdom save or gain one level of madness.

Level 1: Ranger 12
Level 2: Ranger 8

Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.

Death Saving Throws:

Successes
Failures

Galinndan Sinnodel's Equipment:

_____
99 lb
Total

Galinndan Sinnodel's Personality Traits: When I set my mind to something, I follow through no matter what gets in my way.

Galinndan Sinnodel's Ideal(s): Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Galinndan Sinnodel's Bond(s): I protect those who cannot protect themselves.

Galinndan Sinnodel's Flaw(s): I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

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