Irena Moonglow Character in Eilirea | World Anvil
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Irena Moonglow

Irena Moonglow

Irena is opgegroeid in de Fierani Forest, in een klein dorp in het noorden   De bevolking bestaat voornamelijk uit boeren, jagers en houtbewerkers

Divine Domains

Nature

Divine Symbols & Sigils

Golden-horned, blue-eyed unicorn's head facing left

Physical Description

General Physical Condition

Slank snel

Mental characteristics

Personal history

Irena Moonglow   Irena is opgegroeid in de Fierani Forest, in een klein dorp in het noorden (staat niet op de kaart) dat Verwald heet. De bevolking bestaat voornamelijk uit boeren, jagers en houtbewerkers. Daar heeft ze geleerd om te jagen en de grond te bewerken, en van het land te houden. Ook het belang van elkaar helpen is haar met de paplepel in gegeven. Op een dag speelde ze in het bos naast een ravijn en die middag begon het te regen na een tijdje ging ze naar huis maar ze gleed uit en viel in een diep gat van steen.   "op zoek naar avontuur en om mensen te helpen."

Gender Identity

Vrouw

Sexuality

biseksueel

Failures & Embarrassments

Dronken zijn bij vrienden

Mental Trauma

Zelf bijna verdronken , Iemand zien verdrinken in water

Taboos

Draken bestaan niet

Personality Characteristics

Likes & Dislikes

Like = Eten , Dislike= Veel water ,

Social

Religious Views

gelooft er niet echt in maar er is wel een "god"

Social Aptitude

Rustig , vindt grote groepen niet leuk

Speech

zacht en aardig
Divine Classification
God , Mielikki
Year of Birth
150 ATI -149 Years old
Birthplace
Verwald
Children
Current Residence
Wardenhall
Eyes
Hazel
Hair
Bleach Blonde
Height
5'3 160cm
Weight
133 LB 60kg
Known Languages
Elfs , Common , Goblin
Character Prototype
Robbin Hood. Maar dan in een vrouwen vorm?

Irena Moonglow

Ranger 3 Class & Level
Folk Hero Background
Elf (wood) Race
Neutral Good Alignment

Strength 13
+1
Dexterity 20
+5
constitution 14
+2
intelligence 11
+0
wisdom 17
+3
charisma 9
-1
Total Hit Dice 3
Hit Die 1d10+2
2 proficiency bonus
13 Passive perception
3 Strength
7 Dexterity
2 Constitution
0 Intelligence
3 Wisdom
-1 Charisma
saving throws
5 Acrobatics
5 Animal Handling
0 Arcana
1 Athletics
-1 Deception
0 History
5 Insight
-1 Intimidation
0 Investigation
3 Medicine
0 Nature
5 Perception
-1 Performance
-1 Persuasion
0 Religion
5 Sleight of Hands
7 Stealth
5 Survival
skills
16
AC
42
Hit Points
5
Initiative
35
Speed
Light and Medium and Shields Armour proficiency
Simple, blackpowder and martial weapons
Dark vision 60 feet (Gloom Stalker):Umbral Sight:
already have darkvision from your race, range increases by 30
________________________________
Languages Elfish, Common ,Goblin
Proficiencies
NameHitDMG
Longbow 1d20+9 1d8+5
Hand axe trown1 1d20+7 1d6+1
Hand axe melee2 1d20+3 1d6+5
Longbow|piercing |Ammunition (range 150/600), heavy, two-handed
Hand axe|slashing |Light, thrown (range 20/60) Attacks
1rd Hunter's Mark
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.
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.

1rd Hail of Thorns
Casting time: 1 Bonus Action , Range: Self , Components: V , Duration: Concentration, up to 1 minute
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
higher level: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
:Gloom Stalker:

3rd Disguise Self
Casting Time: 1 action , Range: Self , Components: V, S , Duration: 1 hour , You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

5th Rope Trick
Casting Time: 1 action , Range: Touch , Components: V,S,M (powdered corn extract and a twisted loop of parchment) , Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

9th Fear
Casting Time: 1 action , Range: Self (30-foot cone) , Components: V,S,M (a white feather or the heart of a hen) , Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

13th Greater Invisibility
Casting Time: 1 action , Range: Touch , Components: V, S , Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

17th Seeming
Casting Time: 1 action , Range: 30 feet , Components: V, S , Duration: 8 hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physicial appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or inbetween. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfitm objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Spellcasting
Weapons and Armor
Leather armor
2 Hand axes
Longbow 00000 00000 00000 00000 (20 arrows)

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Items
Explorer pack
10 Torches
8 rations
50 feet rope
Equipment
Als er iemand in de problemen is, ben ik altijd bereid om te helpen.
Personality Traits
Mensen moeten met respect en waardigheid behandeld worden.
Ideals
Ik heb het land bewerkt, ik hou van het land en zal het land beschermen.
Bonds
De mensen die mij vroeger gekend hebben, kennen mijn, dus ik kan nooit meer terug naar huis.
Flaws
Favord enemy
-Goblins Advantage on Goblin checks
Nature Explorer
  • Tracking also gives type and number of monsters
  • If traveling alone, normal speed when traveling stealthy
  • Forage Food: Double food yield
  • Favored terain Forest
    -Forest
    You are particularly familiar with one type of natural environment.
    and are adept at traveling and surviving in such regions.


    ..:::Ranger Conclave:::..
    :Gloom Stalker:
    -3rd(lvl) Disguise Self , -5th(lvl) Rope Trick , -9th(lvl) Fear
    -13th(lvl) Greater Invisibility , -17th(lvl) Seeming
    Dread Ambusher
    -3rd lvl, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
    At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
    Umbral Sight
    -3rd lvl, If you already have darkvision from your race, range increases by 30 feet.
    You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that
    darkness
    -5th level, you can attack twice, whenever you take the Attack action on your turn.
    Iron Mind
    -7th lvl, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
    Stalker's Flurry
    -11th lvl, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
    Shadowy Dodge
    -15th lvl, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.


    Elven Accuracy
  • Whenever you have advantage on an attack roll using
  • Dexterity, Intelligence, Wisdom, or Charisma, you can
    reroll one of the dice once"
    Trance
    -Instead of sleeping, you meditate deeply for 4 hours a day.
    Rustic Hospitality
  • (Folk Hero) Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  • Black Powder+
    Fey Ancestry
    -You have advantage on saves against being charmed, and magic can’t put you to sleep.
    Mask of the Wild
    -You can attempt to hide even when you are only lightly obscured.
    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 doesn't reveal the creatures' location or number.
    Features & Traits

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