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#Post#: 542--------------------------------------------------
Senpu
DIR By: Senpu
Date: November 7, 2019, 11:54 pm
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HTML https://i.pinimg.com/564x/5b/15/e1/5b15e18131e23bc15f10df44b6019397.jpg
Name: Senpu Swiftfeather
Epithet:
Race: Aarakocra
Gender: Male
Age: 10
Height: 4'10"
Weight: 88
Eyes: Black
Skin: Dark
Feathers: Black/Gray/White
Language: Common, Aarakocra, Auran.
Personality: Distrust most people as they have taken or
attempted to take advantage of him. He learned fast most people
are just out for themselves and they almost always have a
ulterior motive for doing things.
Background: Senpu fell from the sky one day and somehow entered
the material plane. Ever since then he has been looking for a
way to return home and struggles to survive by any means
necessary on the material plane.
Country: Swords Coast
Place of Birth: Elemental Plane of Air
Professional Info
Class: Ranger UA Variant
HTML https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf
Job: Hunter
Background: Urchin
Level: 1
XP: 0/300
Proficiency
Light armor
Medium armor
Shields
Simple weapons
Martial weapons
Sleight of Hand
Stealth
Disguise kit
Thieves’ tools
Survival
Animal Handling
Perception
Inventory
Carrying Capacity: 26/195
Coin: 1G 0S 0C (110G Roll)
Arrows (20) - 1 lb.
Equipped Gear (Studded leather - 12 + Dex modifier — — 13 lb.)
Helm:
Torso:
Arms:
Legs:
Feet:
Right Hand: Whip - 1d4 slashing
Left Hand: Shield +2 — — 6 lb.
Back: Quiver - 1 lb., Longbow - 1d8 piercing - 2 lb. -
Ammunition (range 150/600), heavy, two-handed
Traits
Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score
increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, Aarakocra
don’t usually live longer than 30 years.
Alignment
Most aarakocra are good and rarely choose sides when it comes to
law and chaos. Tribal leaders and warriors might be lawful,
while explorers and adventurers might tend toward chaotic.
Size
Aarakocra are about 5 feet tall. They have thin, lightweight
bodies that weigh between 80 and 100 pounds. Your size is
Medium.
Speed
Your base walking speed is 25 feet.
Flight
You have a flying speed of 50 feet. To use this speed, you can’t
be wearing medium or heavy armor.
Talons
You are proficient with your unarmed strikes, which deal 1d4
slashing damage on a hit.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.
Class Skills
Deft Explorer (UA)
1st-level ranger feature (replaces Natural Explorer)
You are an unsurpassed explorer and survivor.
Choose one of the following benefits, and then choose another
one at 6th and 10th level
Tireless
As an action, you can give yourself a number of temporary hit
points equal to 1d10 + your Wisdom modifier. You can use this
special action a number of times equal to your Wisdom modifier
(a minimum of once), and you regain all expended uses when you
finish a long rest. In addition, whenever you finish a short
rest, your exhaustion level, if any, is decreased by 1.
[spoiler=Rule Tip]Temporary Hit Points Don’t Stack
If you have temporary hit points and receive more of them, you
don’t add them together, unless a rule says you can. Instead,
you decide which temporary hit points to keep. See chapter 9 of
the Player’s Handbook for more information on temporary hit
points.[/spoiler]
Favored Foe
1st-level ranger feature (replaces Favored Enemy)
You can call on your bond with nature to mark a creature as your
favored enemy for a time: you know the hunter’s mark spell, and
Wisdom is your spellcasting ability for it. You can use it a
certain number of times without expending a spell slot and
without requiring concentration— a number of times equal to your
Wisdom modifier (a minimum of once). You regain all expended
uses when you finish a long rest. When you gain the Spellcasting
feature at 2nd level, hunter’s mark doesn’t count against the
number of ranger spells you know.
Spells
Hunter's Mark
1 lvl divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, Up to 1 hour
Classes: Ranger
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.
Stat Bonuses
+2 Dexterity +1 Wisdom
Saving Throws: Strength, Dexterity
Attributes (No Modifications)
HP: 10
Strength: 13
Dexterity: 18
Constitution: 14
Intelligence: 11
Wisdom: 15
Charisma: 14
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Speed: 25 (Walking) 50 Flight (No/Light Armor) 25 Flight
(Medium/Heavy Armor)
AC: 15 (Base) 17 (w/Armor) 19 (w/Shield)
Modifications
HP: 12
Strength: 13 (+1)
Dexterity: 20 (+5)
Constitution: 14 (+2)
Intelligence: 11 (0)
Wisdom: 16 (+3)
Charisma: 14 (+2)
*() = Modifier
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