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Quiralei Maendellyn

Level 13 Wood Elf Neutral Good Ranger
(Outlander)
98 / 100 HP

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Campaigns

Tales from Iberill

Run by Kvernis
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Quiralei Maendellyn

Ranger 13 Class & Level
Outlander Background
Wood Elf Race
Neutral Good Alignment

Strength 12
+1
Dexterity 22
+6
constitution 14
+2
intelligence 10
+0
wisdom 15
+2
charisma 10
+0
Total Hit Dice 13
Hit Die
1d10+2
+5 proficiency bonus
+6 Strength
+11 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+7 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+6 Sleight of Hands
+11 Stealth
+7 Survival
skills

 
18
Armor Class
100
Hit Points
+6
Initiative
35
Speed
NameBonusDamageRangeType
Shortsword 1d20+11 1d6+6 Piercing
Shortsword x2 1d20+11 1d6 Piercing
+1 Longbow 1d20+14 1d8+7 600 ft.Piercing
+1 Longbow (Sharpshooter) 1d20+9 1d8+17 600 ft.Piercing
Light Crossbow 1d20+13 1d8+6 320 ft.Piercing
Light Crossbow (Sharpshooter) 1d20+8 1d8+16 320 ft.Piercing
Attacks
Languages Aderien, Craedon, Elvish, Gnomish, Lordellian, Niraldan
Tool proficiencies Leatherworker's tools
Weapon proficiencies Martial weapons; Simple weapons; Longbow; Longsword; Shortbow; Shortsword
Armor proficiencies Light armor; Medium armor; Shields
Proficiences
Antitoxin x2
Arrows x35
Backpack
Bedroll
Component Pouch
Crossbow Bolts x20
Fishing Tackle
Holy Water
House on Verilla (worth 750 GP)
Leatherworker's Tool (+2)
Mess Kit
Potion of Healing x4
Quiver
Rope, hempen (50ft)
Tinderbox
Torch x3


Magical arrows: Radiant dmg
Acid dmg (green)
Fire arrow

Magical components
Diamond dust worth 100 GP (x5)



Bank account - Ranger's Lodge (Business account, Lordell) 5000 GP
Bank account - Personal (Citizen account, Lordell) 2149 GP 5 SP
Equipment
No stock - I don't trust nor have time for the wealthy or well-mannered folk. If you come across a hungry owl-bear, money and manners won't save you.
Wanderlust - I was driven to leave my home by wanderlust.
Personality Traits
Nature - No matter what is created by the civil world, the natural world is more important. (Neutral)
Ideals
Legend - There is no one left from my tribe but me so it is up to me to engrave their name in legend.
Bonds
Insult - I remember everyone who has ever insulted me and silently resent them.
Flaws
Race Features Darkvision (60 feet)
Fey Ancestry
Mask of the Wild
Trance

Background Features Wanderer
Class Features Companion's bond
Natural Explorer
Favored Enemy (Undead)
Animal Companion
Primeval Awareness
Coordinated Attack
Greater Favored Enemy (Aberrations)
Beast's Defense
Fleet of Foot
Hide in Plain Sight
Storm of Claws and Fangs

Feats Elven Accuracy (Dexterity)
Sharpshooter

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Korithar

Medium beast, unaligned
Armor Class 18
Hit Points 68
Speed 50ft Climb: 40ft

STR
16 +3
DEX
16 +3
CON
10 0
INT
4 -3
WIS
14 +2
CHA
7 -2

Saving Throws Str +8, Dex +8, Con +5, Int +2, Wis +3, Cha +3 (Advantage on all saves while can see Quiralei)
Skills Acrobatics +3, Animal Handling +2, Arcana -3, Athletics +8, Deception -2, History -3, Insight +2, Intimidation -2, Investigation -3, Medicine +2, Nature -3, Perception +7, Performance -2, Persuasion -2, Religion -3, Sleight of Hand +3, Stealth +10, Survival +7
Senses Keen Smell
Challenge 13


Companion Bond: You animal companion gains a variety of benefits while it's linked to you. The animal companion loses it's multiattack action, if it has one. The companion obeys your commands as best as it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitaded or absent, it acts on its own. When using the natural explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level:

  • It uses your proficiency bonus in place of its own.
  • It adds your proficiency to its AC and damage rolls.
  • It becomes proficient in two skills of your choice.
  • It also becomes proficient in all saving throws.
  • For each ranger level you have over third, it gains an additional hit dice, increasing its hit points accordingly.
  • When you gain an ability score improvement, the companion gains one as well.

Pounce (DC 15): If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.


Actions

Coordinated Attack: Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack
Storm of claws and fangs: At 11th level, your companion can use its action to make a melee attack against each creature of it's choice within 5 feet of it, with a separate attack roll for each target.

Attacks

Bite

1d6+8 piercing

Attack 1d20+8

Claw

1d4+8 slashing

Attack 1d20+8


 

A Kittycat.

Initiative 1d20+3

Kori

Korithar

Animal Companion 13 Class & Level
Background
Panther Race
Neutral Alignment

Strength 16
+3
Dexterity 16
+3
constitution 10
+0
intelligence 4
-3
wisdom 14
+2
charisma 7
-2
Total Hit Dice
Hit Die
1d8+0
+5 proficiency bonus
+8 Strength
+8 Dexterity
+5 Constitution
+2 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
-3 Arcana
+8 Athletics
-2 Deception
-3 History
+2 Insight
-2 Intimidation
-3 Investigation
+2 Medicine
-3 Nature
+7 Perception
-2 Performance
-2 Persuasion
-3 Religion
+3 Sleight of Hands
+10 Stealth
+7 Survival
skills

 
18
Armor Class
68
Hit Points
+3
Initiative
50 (climb 40)
Speed
WeaponAttackDamage
Claw 1d20+8 1d4+8
Bite 1d20+8 1d6+8
Attacks

Heroes Enabled

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

SRD

Alarm

1-level Abjuration

Casting Time 1 minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Ranger, Wizard

PHB, page 251 SRD

Hunter's Mark

1-level Divination

Casting Time Concentration, 1 action
Range 90ft
Duration 1 hour
Components V

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.

Class(es): Ranger

PHB, page 254 SRD

Jump

1-level Transmutation

Casting Time 1 action
Range Touch
Duration 1 minute
Components V, S, M
Materials A grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard

Level 2 Spells

Player's Handbook

Beast Sense

2-level Divination

Casting Time Concentration, 1 action
Range Touch
Duration Up to 1 hour
Components S

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

  While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Class(es): Druid, Ranger

SRD

Pass without Trace

2-level Abjuration

Casting Time Concentration, 1 action
Range Self
Duration Concentration, up to an hour
Components V, S, M
Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger

Level 3 Spells

Player's Handbook

Conjure Barrage

3-level Conjuration

Casting Time 1 action
Range Self (60-foot cone)
Duration Instantaneous
Components V, S, M
Materials one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Class(es): Ranger

PHB, modified for Iberill

Banishing Smite

3-level Abjuration

Casting Time Concentration, 1 bonus action
Range Self
Duration Concentration, up to 10 minutes
Components Verbal

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d10 force damage to the target. Additionally, if this attack reduces the target to 30 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At higher levels: 4d10 dmg and 40 hit points with spell slot lvl 4, 5d10 dmg and 50 hit points with spell slot lvl 5.

Class(es): Ranger

Level 4 Spells

SRD

Stoneskin

4-level Abjuration

Casting Time Concentration, 1 action
Range Self
Duration Concentration, up to an hour
Components V, S, M
Materials Diamond dust woth 100gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Class(es): Druid, Ranger, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

The major events and journals in Quiralei Maendellyn's history, from the beginning to today.

Ship GET!

Now, let's see if we get to keep it...

08:28 pm - 13.06.2019

Sailing away!

We are a crew of four people and a cat on a boat for 150 people. This is going to go well.

09:29 pm - 13.06.2019

Reached level 13!

My experience grows.

09:50 pm - 13.06.2019

The list of amazing people following the adventures of Quiralei Maendellyn.