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       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
       ----------
       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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