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 About "Quinn" - Quinntithas LarentilClass: Ranger (Fey Wanderer) Background - Arbonesse Exile (MHH pg 99):  Skill Proficiencies: Arcana, Survival Tool Proficiency: One Set of Artisan's Tools - Woodcarver's Tools Language: One of your choice - Vilya (Sylvan) Feature: Arbonesse Heritage - An elder of Arbonesse pass some of their secret knowledge down to you. You know of one relatively safe Fey Road that begins in the Arbonesse and leads elsewhere in Midgard, as well as the means to open the way. Alignment: Chaotic Good Ability Scores:
 Proficiency Bonus: +3
 Proficiencies and Languages:
 Defense: AC: 17 (Armor + Dex)
 Saving Throws:
 Offense:
 Spell:+5; DC 13
 Spells Known: (5 + Conclave/Primeval Awareness)
 *May be cast once per day without expending a spell slot Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge,
 Feats: Slasher: (+1 Dexterity) Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. Skills: (* = Proficient; ** = Expertise)
 Racial Features:  Darkvision: Accustomed to twilit forests and the night sky, 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: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Mage Hand Extra Language: You can speak, read, and write one extra language of your choosing. Northern Tongue Class Features:  Favored Foe: This 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 Explorer: This 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)
 You can also speak, read, and write 2 additional languages of your choice. Aklo, Valeran Roving (6th Level)
 Tireless (10th Level)
 In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. 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. Spell Slots
 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
 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
 Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional)
 Primal Awareness: This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You 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	
 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. Dreadful Strikes: At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. Fey Wanderer Magic: Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Fey Wanderer spells	
 Feywild Gift - Small horns or antlers sprout from your head. Otherworldly Glamour: Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Beguiling Twist:
 In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Land's Stride: Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Gear:
 Riding Horse (Argos)
 Money:
 Backstory & Other Details:  The fey folk of northern Courlandia are running scared. Several refugees have arrived along the Fey Roads in the last few days. They speak of an ancient evil stirring up war between fey and mortal kin while a new more threatening evil has arrived. Crusaders of the Sun God looking to cleanse the land and impose their will upon all who have called the Orzu Peninsula home. All of this unrest coming from one particular region, piqued Quinntithas's interest and concern, at which point he set out to see what can be done to aide his fellow fey folk. As a traveled to the region, he dug more into the situation and learned a bit more as he got closer to Courlandia, picking up bits and pieces here and there, but the big revelations were the visions. The visions have plagued Quinn for weeks now. A vile, evil blade capable of cowing the gods themselves has somehow returned to the world. Powers swirl around this dread artifact in an attempt to secure it for their own dark purposes. In so many of your visions the world burns in holy wars or swarms of undead or draconic fire. Nothing is certain or fore ordained, but each of the nightmares seems to begin in a tiny fishing village along the wild coast of Courlandia. A dwarf, a priest of Khors, a halfling scoundrel, and a brawling bearkin all seem to have some part to play to avoid the worst possible futures. What is behind these visions, hard to say but given Quinn's connection to Fey Folk, it certainly could be some power from the Fey Realm that for whatever reason is unable to cross over itself. Faith: Personality Traits: I work hard to do any job right the first time. Ideals: My survival depends on the efforts of my fellows, and their survival depends on me. Bonds: I hold the fey folk in high regard and avoid offending them. Flaws: I have no respect for those who do not pull their own weight. Height: 5' 10"
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