Skills: Athletics, Survival
Tools: Flute
Language: Sylvan
Feature: 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.
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
==Proficiencies==
Martial Weapons, Heavy Armor, Shields, Flute
Racial Traits:
==Darkvision==
Thanks to your elf blood, you 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.
==Keen Senses==
==Fey Ancestry==
==Trance==
==Fey Step==
==Languages==
You can speak, read, and write Common, Elvish, and one additional language
- Celestial
Class Abilities:
==Lay on Hands==
==Divine Sense==
==Fighting Style==
Defense - while wearing armor gain +1 defense
==Divine Smite==
==Oath of the Ancients==
==Channel Divinity==
Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
==Natural Explorer==
• 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==
==Fighting Style==
Archery - +2 ranges attacks
==Primevil Awareness==
==Beast Master==
==Self==
Scalemail (organically harvested of course)
Chainmail(sold)
Shield
Explorers Pack
Dungeoneers Back
Scabbard
Rapier
Longbow
Quiver 20/20
Dagger (2)
Holy Symbol
==Explorer's Pack==
Bedroll
Mess kit
Tinderbox
10 torches
10 days of Rations
Waterskin
50 feet of Hempen rope
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes
==Magic Items==
Casting:
Ranger Spells Known
Hunter’s Mark, Hail of Arrows, Absorb Elements
Paladin Spells Known
Ensnaring Strike, Speak w Animals, Bless, Shield of Faith, Cure Wounds
Appearance and Personality:
==Appearance==
Inspirational Images
==Personality==
Backstory:
Hailing from the Fey located, city of Evermeet has been sent to hunt down runaway agents of the Babayaga. Arriving in Waterdeep, she is ready for adventure.