<aside> đ Race Sea Elf
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<aside> đ Class Ranger
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<aside> đ Background Outlander
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<aside> đ Alignment Chaotic Neutral
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6â tall, 250lbs, 200 yrs old
Mare is tall and muscular, with pale teal skin and deep turquoise eyes. Her silver hair is lighter in the front and usually a bit messy. She wears light clothes that dry off easily when she jumps between land and sea.
She uses a spear and trident best, but also has a dagger and longbow
<aside> đ Bio
Mare lived in a small village in the sea, with her parents. Their village was cut off from the rest of the world, although they knew it existed. Most people in her village looked down on outsiders and land-dwellers, but Mare was curious about them instead.
When she was 30 (still a child/teenager to elves), she came home from a day out to find her parents murdered. Even though she took lots of notes and tried her hardest, she never figured out who did it. She assumed it was a rogue sea monster of some sort, as their bodies were torn apart violently.
As a result, she joined the village defense force and trained hard for years to become a trained fighter. She and the other members fought off monsters that came too close to the village, which wasnât nearly enough of a challenge for her after awhile, so she holed up at home to exercise and train. While at home, she discovered some old journals of her parents, detailing their journeys to the surface and the things they saw there.
Surprised and even more curious than before, Mare decided to visit herself. Starting with quick, hidden visits, she eventually became more bold, mostly just people-watching from the shadows. On a few occasions, sheâd even speak to land-dwellers, and thatâs how she met the merchant who set her up with her current party. She hopes this new job allows her to explore the world and see new things!
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<aside> đ Personality Trait I'm driven by a wanderlust that led me away from home.
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<aside> đ Ideals Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
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<aside> đ Bonds I will bring terrible wrath down on the evildoers who killed my family, and do nearly anything to protect my new friends.
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<aside> đ Flaws I follow my whims, holding my personal freedom above all else.
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<aside> đŁ Wanderer - Background
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.
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<aside> đ Child/Friend of the Sea - Sea Elf
Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed. You have a swimming speed of 30 feet, and you can breathe air and water.
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<aside> âď¸ Slasher - Feat
Reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.
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<aside> đ§đťââď¸ Fey Wanderer - Subclass
Feywild Gift - Illusory fish swim around you while you take a short or long rest
Otherworldly Glamour - Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1)
Dreadful Strikes - 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
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<aside> â Ranger - Class
Favored Enemy: Beast - You have advantage on Wisdom (Survival) checks to track your Favored Enemies (beasts), as well as on Intelligence checks to recall information about them
Natural Explorer: Coast - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that youâre proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Primeval Awareness - You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesnât reveal the creaturesâ location or number.
Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.
Thrown Weapon Fighting Style - You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
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<aside> ⨠Shape Water - Cantrip
Casting Time:Â 1 action Range:Â 30 feet Components:Â S Duration:Â Instantaneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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<aside> ⨠Absorb Elements - Level 1
Casting Time:Â 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range:Â Self Components:Â S Duration:Â 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
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<aside> ⨠Searing Smite - Level 1
Casting Time:Â 1 bonus action Range:Â Self Components:Â V Duration:Â Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spellâs duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
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<aside> ⨠Misty Step - Level 2
Casting Time:Â 1 bonus action Range:Â Self Components:Â V Duration:Â Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
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<aside> ⨠Primal Savagery - Cantrip
Casting Time:Â 1 action Range:Â Self Components:Â S Duration:Â Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At Higher Levels. The spellâs damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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<aside> ⨠Charm Person - Level 1
Casting Time:Â 1 action Range:Â 30 feet Components:Â V, S Duration:Â 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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<aside> ⨠Hunterâs Mark - Level 1
Casting Time:Â 1 bonus action Range:Â 90 feet Components:Â V Duration:Â Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
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<aside> ⨠Spike Growth - Level 2
Casting Time:Â 1 action Range:Â 150 feet Components:Â V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration:Â Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that canât see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
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<aside> ⨠Dominate Beast - Trident of Fish Command
Casting Time:Â 1 action Range:Â 60 feet Components:Â V, S Duration:Â Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as âAttack that creature,â âRun over there,â or âFetch that object.â If the creature completes the order and doesnât receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesnât do anything that you donât allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
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