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Ranul Ulhari

Mtunza Moto Ranul Eshwah Ulhari (a.k.a. Ranu)

Ranul Ulhari

7 Level (0/34000 XP for level-up) Merchant Background Wood Elf Race / Species / Heritage Alignment
Fury Crafter
Level 7
Hit Dice: 7/7
1d8+3 Class 1

STR
12
+1
DEX
16
+3
CON
16
+3
INT
14
+2
WIS
13
+1
CHA
20
+5
59
Hit Points
+4
Initiative (DEX)
5
Armor Class (AC)
+3
Prof. Bonus
35
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+5 Dexterity
+8 Constitution
+4 Intelligence
+3 Wisdom
+10 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+6 Arcana INT
+2 Athletics STR
+9 Deception CHA
+6 History INT
+5 Insight WIS
+9 Intimidation CHA
+6 Investigation INT
skills
+2 Medicine WIS
+3 Nature INT
+2 Perception WIS
+6 Performance CHA
+12 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Fury Crafting Attack +8 CHA
Dagger +6 DEX 1d4+3 piercing, slashing
 Finesse, Light, Thrown, Range(20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Bounding Flame 1 Action 120 ft Concentration, up to 1 Minute
 Notes:You create up to four torch-size lights within range. Each light sheds Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the Fury Powers range.
Fling Fire +8 1 Action 60 ft. Instantaneous 1d10+5
 Notes:Your fire fury manifests and shoots out, striking an enemy. Make a ranged Fury Crafting attack against a target. On a hit, the target takes 1d1O Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 7, 13, and 18.
Wind Whispers 1 Action 120 ft. 1 Round
 Notes:You point toward a creature within 120 ft. and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. A Privacy Veil, 1 foot of stone, metal, wood, or a thin lead sheet blocks the message.

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Motes 1 Action 60 ft. Concentration, up to 1 minute. 3 uses
 Notes:You call up a host of minor fire furies that fill an area of your choice. Objects in a 20-foot Cube within range are outlined in colored motes of light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Deflecting Wind Reaction Self Until the start of your next turn. 3 uses
 Notes:When you are targeted for an attack by a creature you can see, you can swiftly call your Fury to your aid. As a reaction, when an attack targets you, you can add +5 to your AC until the start of your next turn.
Enhanced Speed 1 Bonus Action Self Concentration, up to 10 minutes. 3 uses
 Notes:You borrow speed from the winds to dash around the battlefield or over land. You can Dash as a Bonus Action when manifesting this power, and each turn after.

Level 2 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Fire Blades 1 bonus Action Self Concentration, up to 10 minutes 3d6 2 uses
 Notes:As an action, you can make a melee attack with each of the fiery blades. These blades count as finesse and have a thrown range of 20/60. On a hit, the target takes Fire damage equal to 3d6 plus your Fury Crafting ability modifier. The Fire Blades shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Level 3 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Enveloping Flame +8 1 Action 30 ft. Instantaneous 1d8 Bludgeoning + 6d6 Fire+5 2 uses
 Notes:Make a ranged fury crafting attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target takes an action to roll on the ground, dousing the flames.
Beacon of Courage 1 Action 90 ft. Concentration, up to 10 minutes
 Notes:For the duration, bright light, similar to sunlight, spreads from a point within range and fills a 20-foot-radius Sphere. The light's area is Bright Light and sheds Dim Light for an additional 20 feet. Allies in the radius of the light are bolstered. They have advantage on all saves against fear. Allies who start their turn in the area gain 10 temporary hit points.
Minor Flock of Furries +8 1 Action 90 ft. Concentration, up to 10 minutes 3d6+5 2 uses
 Notes:You conjure six tiny fire furies in your space. They float in the air and orbit you for the power's duration. When you manifest this power- and as a bonus action on each of your turns thereafter- you can expend one or two of the furies, sending them streaking toward a point or points you choose within 90 feet of you. Once a fury reaches its destination or impacts against a solid surface, the fury explodes. Each creature within 5 feet of the point where the fury explodes must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save or half as much damage on a successful one.

Level 4 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Clinging Flames +8 1 Action 120 ft. Instantaneous 10d4/5d4+5 2 uses
 Notes:You point at a location within range, and your furies streak there and explode in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Fire damage and another 5d4 Fire damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.

Fey Ancestry: You have Advantage on saving throws you make to avoid or end the Charmed condition.


Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.


Trance: You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.


Elven Lineage Crafting Powers:


Woodcraft(at Will): Whispering to the furies of the land, you create one of the following effects within 30 ft.


Weather Sensor: You create a Tiny, harmless sensory effect that predicts the weather at your location for the next 24 hours.


Bloom: You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.


Sensory Effect: You create a harmless sensory effect, such as falling leaves, spectral dancing furies, a gentle breeze, the sound of an animal, or the faint odor of a skunk. The effect must fit in a 5-foot Cube.


Flora Whispering(1/day):


1st level, Crafting Type: Active, Manifesting Time: 1 action, Range: Self, Duration: 1 minute, Prerequisites: None Uses Per Day: 3


You touch a tree or other plant and ask the fury within one question about anything that might have happened in its immediate vicinity (such as "Who passed by here?").


You get a mental sensation of the response, which lasts for the duration of the power. Plants do not have a humanoid's sense of time, so the plant might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the plant's perspective.


Plants are particularly attentive to anything that might harm the flora and always report such activities when questioned. If you manifest this power on a tree or plant that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the power.


Land Runner(1/day):


1st Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: 1 hour, Prerequisites: None Uses Per Day: 3


You use your fury to infuse yourself with the energy of the plants around you, creating a bond between yourself and the environment. For the duration of the power, as long as you remain touching the ground, your movement is not hindered by difficult terrain composed of natural vegetation.


In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.




Features & Traits

Armor: Silk Wrap Armor


Weapons: 2 Curved Daggers


Magic Items:


Luck Stone


Cloak of Protection


Ring of Bound Furies: 5 charges levels worth of stored furies:


Guiding Motes


Clinging Flames





Equipment Copper: 0, Silver: 25, Electrum: 0, Gold: 15, Platinum: 12 Money

Languages: Elven, Arambasti, Guul'uroo


Tools: Navigator's Tools


Bag: 2x Waterskin, 3 days Trail Rations, 50 ft. Rope







Languages & Proficiencies

She is reserved, except when danger is afoot, then she becomes animated.


She is scared of herself, learned from a life of her furies getting out of control.





Personality Traits

Fires burn with the heat of truth.


You truly get to know someone when their blood is up, and violence is in the air.





Ideals

Eme Rorniir: A friend from home, she was the Caravneer's daughter who found and adopted her.


Thagbush Ushar: She gave Ranul a job when she arrived. Thagbush has always been kind and supportive of Ranul.


Moto-Wa: Her first fire fury. Moto-Wa came to her when she was only 6. She appears as a female jaguar.





Bonds

Afraid of her own power: Her furies came to her early, leading to a series of accidents. Eventually, she had to flee from home.


Reserved: She has locked her feelings away in an attempt to hold control. This makes her come off as cold and disconnected.





Flaws
Temperature Control: You use your furies to keep heat or cold from affecting you, even in extreme temperatures. You can exist comfortably in both extreme cold and extreme heat.
Fires of Passion: You gain proficiency in the Persuasion and Intimidation abilities. If you are already proficient in these skills, you instead gain expertise in the skill.

Passive Powers:


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Physical Description

General Physical Condition

Ranul is lean, almost waifish. She is quick and agile, though she does have a minor limp on her left side. Her hands are a bit clumsy from all the burn scars.

Body Features

She is tall and thin with very pointed ears. Her left knee is stiff from an old injury that didn't heal right. Her burn scars are extensive, particularly from her fingers up to her elbows, as well as a large scar along the left side of her face, tracing down over her left breast and ending along her ribs.

Facial Features

Her left ear is clipped and not as well pointed as her right. When animated or angry, her eyes start to turn reddish as her inner fire awakens.

Identifying Characteristics

Her scars are what she is most recognized for. She also speaks with an accent that is not common but marks her as certainly not from the Wild Winds Desert.

Physical quirks

When nervous or uncomfortable, she hides her hands or, in extreme cases, covers her head and face.

She speaks with her hands when excited, and small flames will manifest around them.

Apparel & Accessories

She favors layers of different colored silks and linen. Preferably dyed in the colors of fire and flames. She is rarely seen without a hooded black robe that she wears out to hide the worst of her scars.

Mental characteristics

Personal history

Rannul was born to a clan of Wood Elves who lived and tended to the Monto Forest in Msingi. Her mother is a talented Wood Crafter and one of the three leaders of the tribe. She was the third daughter born, and the family expected great things from her.

Her flame fury first came to her when she was 7 years old and meditating beneath one of the 6 sacred trees of her family's private grove. The fury looked like an older mother leopard, and when Ranul reached out to pet her, she burned her hands. In a panic, Ranul tried to put out the fire by herself, burning her hands and arms badly.

Luckily, her older brother, Ymmit, saw the smoke, quickly arrived, and put the fire out using his water fury Ibwet.

This unfortunate cycle would play out 5 more times in the next three years, with Ranul's fire fury manifesting at times when she was alone and causing some form of devastation.

After the fifth time, when her first love's home burned down, killing him, she fled from the Monto Forest and into the wilds of Msingi. On her third day alone, she was set upon by a group of Orcish raiders; when she thought she was going to be taken for sure, her fury manifested, but this time it didn't burn Ranul, and together, they fought off the raiders. Afterward, Ranul gave her fury its name, Hasa.

Ranul and Hasa wandered for some time, surviving barely, mostly through theft and the kindness of strangers. One Day, while she was fighting off a pack of hyenas for a fresh kill, she was observed by a member of the Keepers of the Flame Eternal named Phes Adhia, who took her in and trained her.

She spent the next 15 years training with her furies, expanding and refining her control, and working for the Keepers. She heard tale of a land to the north where fire burns eternal and winds howl unendingly, scouring the land. She has traveled north to the Wild Winds Desert to learn the secrets of the elements here and bring them back to her people in Msingi.

Gender Identity

Fem

Sexuality

Demisexual

Education

She had a good group of teachers when she was younger and received specialized training from the Keepers of the Eternal Flame.

Employment

Currently a member in good standing of the adventuring guild The Fortune and Favor Society and a member of the Keepers of the Eternal Flame.

Mental Trauma

The death of her first love when she was 12. The years spent on her own, constantly afraid that her fire would bloom again and burn any who got too close to her.

Intellectual Characteristics

She is focused and calculating. She keeps a tight hold on her emotions.

Morality & Philosophy

She doesn't love violence but is more than willing to use it if deemed necessary.

She hates slavers, raiders, and bullies.

Current Status
Working for the Fortune and Favor Society, Exploring the Wild Winds Desert
Current Location
Age
33
Children
Current Residence
The Fortune and Favor Society
Pronouns
She/Her
Sex
Fem
Gender
Woman
Presentation
Feminine
Eyes
Large, Brown, Almond Shaped
Hair
Long wavy brown hair, almost curly.
Skin Tone/Pigmentation
Deep chestnut brown, crisscrossed with burn scare, especially from the forearms to the fingers.
Height
5'3"
Belief/Deity
The Great Furies, Taiia
Aligned Organization
Other Affiliations
Known Languages

Elven: Fluent

Ignan: Fluent

Maneno: Fluent

Draconic: Conversational

Arambasti: Conversational


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