Myrlene Blair-Three-Rivers Character in Verum | World Anvil

Myrlene Blair-Three-Rivers

Written by CrystalZenaida

"Veteran" Myrlene Blair-Three-Rivers (a.k.a. Maple)

A scarred huntress trying to right her wrongs, and uphold her burdens.

Physical Description

Body Features

  • Olive Skin
  • Black Hair
  • Amber Eyes

Identifying Characteristics

  • Scarred Face, Neck, and Upper Body

Apparel & Accessories

  • Avian Aesthetic
  • Black and Gold Color Palette

Mental characteristics

Personal history

Myrlene was born to a family of farmers on the outskirts of Steton, near Dolten's vast forests. For most of her childhood, She lived a simple and quiet life.   One night a bloodied one-eyed man stumbled on to their doorstep, seemingly from the forest. The man was rushed in and tended to, but was found to have contracted lycanthropy from his supposed attacker. With little time to react, the inflicted man attacked Myrlene and her family, killing her mother, wounding her and her father, and escaping back into the woods.   Without delay, Myrlene fed her father and herself belladonna to ward off the curse and bandaged themselves. However, the wounds Myrlene's father sustained proved too great and was doomed to bleed out. With his final moments, he implored Myrlene to flee to her remaining family in Highfall. Myrlene did what was asked of her, but also vowed to avenge her family and rid the world of the evil of lycanthropy.   In Highfall, Myrlene trained in the ways of the hunt and in the hide flayer's craft. Upon turning 29, she left Steton to join the World Wanderers of Dolten.

Gender Identity

She/Her

Sexuality

Bisexual

Employment

Ranger Captain of the World Wanderers

Accomplishments & Achievements

  • Elected Ranger-Captain of the World Wanderers (March 2018)
  • Aided the Inquisition to assassinate a Bandit Lord in Daborak during the invasion of the Breach. (April 2018) Gained 1 Prestige.
  • Married Jonah Three-Rivers under the blessing of the Seven. (June 16th, 2018) Prestige is now shared.
  • Defeated the Scorned of Kytolok and purified the Great Tree (2/27/2019 – In Heart of Thorns) Gained an Attunement Slot (Total: 2)
  • Defeated the Thorn King and liberated Kytolok (3/1/2019 – In Heart of Thorns) Gained 1 Prestige.
  • Purged the Violet Scars in the Maelstrom Mountains (12/11/2019) Gained 1 Prestige.
  • Attempted the Starlight Trial (03/14/2020) Gained Starstreak
  • Purged the Madness that infested the Great Tree of Kytolok (11/11/2020) Gained 1 Prestige.

Failures & Embarrassments

  • Forced to flee during a fight against Celwynne Mel'Sadda
  • Abandoning her party (Richard York, Viona)

Mental Trauma

  • Fear of being forgotten.
  • Fear of loud noises.

Morality & Philosophy

  • Those who are honest, are to be respected. If allies, befriended.
 
  • Balance must be maintained in the world.
 
  • Judgement is based on Actions and Intent.

Personality Characteristics

Savvies & Ineptitudes

Savvies  
  • Counter-Assassination
  • Tracking
  • Scouting
  • Stealth and Espionage
  • Trap Disarming
  • Endurance and Sustain
  • Ranged/Close Quarter Combatant
    Ineptitudes
  • Academia

Virtues & Personality perks

  • Stoic
  • Survivalist
  • Caretaker
  • Inquisitive
  • Blunt
  • Steadfast

Vices & Personality flaws

  • Survivor's Guilt
  • Lingering Self Doubt
  • Stubborn

Personality Quirks

  • Eye twitches when holding back anger.

Social

Family Ties

  • Married to Jonah Three-Rivers

Religious Views

  • Pays Lip Service to Silloway

Hobbies & Pets

  • Caretaker of the Barn Owl, Tundra
  • Caretaker of the Thorn Crawler, Ginger
  • Caretaker of the Giant Owl, Endellion

Speech

  • Airy Voice
  • Celtic-esque dialect

Relationships

Myrlene Blair-Three-Rivers

Wife (Vital)

Towards Jonah Three-Rivers

5
5

Honest


Jonah Three-Rivers

Husband (Vital)

Towards Myrlene Blair-Three-Rivers

5
5

Honest


History

Met through the events of Greysmoke and the disappearance of Leona B. Valentine, a previous Chapter Master of the Great Coven and ex love interest of Myrlene's. Started dating before the events of Kingvale and married a day prior to the assault on Kingvale.   Currently have 2 children. Their first born, Conoc Blair-Three Rivers (M, 7 years old), and their second born, Eily Blair-Three-Rivers (F, 5 years old)

Relationship Reasoning

Each of their strengths and philosophies balance out the other's flaws and weaknesses.   Myrlene's paranoia is balanced out by Jonah's accepting behavior.   Jonah's recklessness for self sacrifice is balanced by Myrlene's rational for self-preservation.

Commonalities & Shared Interests

Both share a commitment to Dolten, balance, and protecting those closest to them.

Shared Secrets

[Redacted]

Shared Acquaintances

Alpha Provant, Adhuil O'Cailte, Little Fang, Seian Felegra, Thales

Legal Status

Married under the Seven

Alignment
Neutral Good
Species
Honorary & Occupational Titles
  • Elected Ranger-Captain of the World Wanderers (March 2018)
  • Aided the Inquisition to assassinate a Bandit Lord in Daborak during the invasion of the Breach. (April 2018) Gained 1 Prestige.
  • Married Jonah Three-Rivers under the blessing of the Seven. (June 16th, 2018) Prestige is now shared.
  • Defeated the Scorned of Kytolok and purified the Great Tree (2/27/2019 – In Heart of Thorns) Gained an Attunement Slot (Total: 2)
  • Defeated the Thorn King and liberated Kytolok (3/1/2019 – In Heart of Thorns) Gained 1 Prestige.
  • Purged the Violet Scars in the Maelstrom Mountains (12/11/2019) Gained 1 Prestige.
Year of Birth
1168 37 Years old
Birthplace
Steton
Spouses
Siblings
Children
Current Residence
Dolten
Gender
Female
Eyes
Amber
Hair
Black, Long, Braided
Skin Tone/Pigmentation
Olive
Height
5'10"
Weight
150 lbs
Known Languages
Common (Grass), Elvish (Dark), Dwarvish (Deep), Thieves' Cant

Internal path

Myrlene believes that her experience with the World Wanderers will be one of many steps that will help her achieve her goal...

Myrlene Blair-Three-Rivers

Human (Normal) Race
Hide Flayer Origin
Ranger (Gloom Stalker) [5] / Fighter [2] / Rogue (Assassin) [5] = Lvl 12 Class & Level
Neutral Good Alignment
Silloway Deity
  • World Wanderers
  • The Cordially Invited
  • Faction
    CM Rank/Position
    36 Loyalty
    Company

    Strength 12
    +1
    Dexterity 22
    +6
    constitution 18
    +4
    intelligence 12
    +1
    wisdom 16
    +3
    charisma 12
    +1
    Total Hit Dice 7d10, 5d8
    Hit Die
    1d10, 8+4
    +4 proficiency bonus
    +5 Strength
    +10 Dexterity
    +4 Constitution
    +1 Intelligence
    +3 Wisdom
    +1 Charisma
    saving throws
    +10 Acrobatics
    +3 Animal Handling
    +1 Arcana
    +5 Athletics
    +1 Deception
    +1 History
    +3 Insight
    +1 Intimidation
    +1 Investigation
    +6 Martial
    +3 Medicine
    +7 Nature
    +11 Perception
    +1 Performance
    +1 Persuasion
    +4 Religion
    +6 Sleight of Hands
    +14 Stealth
    +9 Survival
    skills

     
    66
    MV
    4
    Prestige
    3
    Attunement Slots
    22
    Armor Class
    129
    Hit Points
    +14
    Initiative
    30
    Speed
    Longbow 1d20+12 1d8+6 Piercing
    Starstreak 1d20+14 1d8+6+2 Piercing 2d6 Cold
    Attacks

    Languages

    Common (Grass), Elvish (Dark), Dwarvish (Deep), Thieves' Cant


    Proficiencies


    Steton Origin

    • Skill Prof - Nature.




    Hide Flayer Sub-Origin

    • Skill Prof - Survival. Tool Prof - Leather Worker's Tools




    Silloway - Lip Service

    • Skill Prof - Athletics.




    World Wanderer

    • Ranger Stones, Cartographer's tools




    Armor

    • Light, Medium, Shields




    Weapon

    • Simple, Martial




    Class Prof (Ranger)

    • Athletics, Perception, Stealth




    Class Prof (Rogue)

    • Acrobatics, Thieves' Tools




    Expertise (Rogue)

    • Perception, Stealth




    Class Prof (Assassin)

    • Disguise Kit, Poisoner's Kit




    Exotic (Academy)

    • Repeating Crossbow




    Expertise (Academy)

    • Thieves' Tools




    Amateur (Academy)

    • Brewer's Supplies




    Languages (Academy)

    • Deep Speech


    Proficiences

    Magic Items


    Cantrips


    • Control Flames

    Ranger (Gloom Stalker) [Lvl5]


    1st Level


    • Cure Wounds

    • Absorb Elements

    • Hunter's Mark

    • Disguise Self (Arch)



    2nd Level


    • Pass without Trace

    • Rope Trick (Arch)

    Faction Loyalty (Ranger Training)


    1st Level


    • Beast Bond
      (Once per long rest)

    3rd Level


    • Water Breathing
      (Once per long rest)

    Spellcasting

    Arcadum:
    Open if in risk of Violet Death and not present

    Magic Items/Boons/Events that may affect Saving Throws and/or Death


    • A Little Inspiration (Non-Attunement)

      You can roll a d6 die and add the number rolled to one ability check, attack roll, or saving throw you make. You can decide after rolling the d20, but before results are revealed. This ability refreshes at dawn each day.


    • The Summer Owl's Toil (Attuned)

      Minimize Mistakes. When you fail a saving throw, you can use your reaction to reduce your AC by any amount up to a maximum of 4 for 1 hour and gain a bonus to the failed saving throw equal to the amount you reduced your AC by. You can use this ability three times, regaining all uses after finishing a long rest.


      Protection from Falsehood. If an effect would result in your hit point maximum being reduced, you gain a +3 bonus to the saving throw made to resist it.


    • The Silver Talon (Attuned)

      Silver Lining. The first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you.


    • Married to a Sevenic Refraction (Jonah Three-Rivers, Sean's Character), under the Seven.


    • Veteran Title


    • Went through the Starlight Trial


    Equipment:

    [Carry Weight (174/180lbs)]


    Money

    25605 GP



    Adventuring Gear

    Adventuring Gear


    • Explorer's Pack (47 lbs)

      • Backpack

      • Rations (1 Day) [x10]

      • Mess Kit

      • Tinderbox

      • Waterskin

      • 50 feet of Silk Rope [x2]

      • 5ft Silk Rope and 45ft Silk Rope


    • Traveler's clothes (4 lbs)

    • Healer's Kit (3 lbs)

    • Grappling Hook (4 lbs)

    • Steel Mirror (0.5 lbs)

    • Crowbar (5 lbs)

    • 5 Pieces of Chalk (0 lbs)

    • Bandoliers [x3] (1 lb each)

    • Masterwork Bandoliers [x2] (1 lb each)

    • Quivers [x3] (1 lb each)

    • Masterwork Drum

    Tools and Kits

    • Masterwork Thieves' Tools (1 lb)

    • Cartographer's Tools (6 lbs)

    • Climber's Kit (12 lbs)




    Weapons and Ammo


    • Scimitar (Silver) (3 lbs)

    • 70 Arrows (3.5 lbs)

    • 30 Silver Arrows (1.5 lbs)

    • 100 Bolts (5 lbs)

    • 10 Bolt Magazines (5 lbs)





    Bandoliers

    Bandoliers


    Masterwork Bandolier 1 (Active)

    • Potion of Superior Healing (2 lbs)

    • Potion of Superior Healing (2 lbs)

    • Potion of Superior Healing (2 lbs)

    • Potion of Invisibility (2 lbs)

    Masterwork Bandolier 2 (Active)

    • Zephyr Strike Scroll (1 lb)

    • Elixer of Health (2 lbs)

    • Potion of Invulnerability (2 lbs)

    • Potion of Supreme Healing (2 lbs)

    Bandolier 3 (Inactive)

    • Potion of Invisibility (2 lbs)

    • Potion of Superior Healing (2 lbs each)

    • Potion of Superior Healing (2 lbs each)






    Consumables

    Consumables


    • Smokestick

    • Wolfsbane (x4)

    Potions

    • Potion of Superior Healing [x5] (2 lbs each)

    • Potion of Supreme Healing [x3] (2 lbs each)

    • Potion of Invisibility [x5] (2 lbs each)

    • Potion of Heroism [x6] (2 lbs)

    • Elixer of Health [x1] (2 lbs)

    • Oil of Slipperiness [x9] (2 lbs each)

    • Potion of Invulnerability [x10] (2 lbs each)

    • Potion of Climbing [x5] (2 lbs each)

    • Potion of Growth [x5] (2 lbs each)

    • Flasks of Holy Water [x2] (1 lb each)

    • Wyvern Poison [x4]

    • Purple Worm Poison [x6]

    • Antitoxin [x3]

    Scrolls

    • Scroll of Spike Growth (1 lb)

    • Shield of Faith Scroll (moon2S) (1 lb)

    • Zephyr Strike Scroll (1 lb)

    Reagents

    • Wyvern Poison Reagent [x6]

    Food

    • N/A

    Rare

    • 900 gp in diamond dust

    • 1 Diamond (500 GP)





    Magic items

    Magic Items


    Attunement (3/3)

    • Starstreak (2 lbs)

    • Armor of the Guardian Owl (ATTUNED) (10 lbs)

    • The Silver Talon (ATTUNED) (1 lb)

    • Spymaster's Bracer (Undying Will)

    • Valentine (2 lbs)

    • Crown of Thorns (Undying) (ATTUNED)

    • Guiding Stone

    • Godspeed

    • The Summer Owl's Toil

    • Unforgiven Pyromania

    Non-Attunement

    • Owl's Crest (10 lbs)

    • A little Inspiration

    • Bracers of Archery

    • Mistfeather Cloak (1 lb)

    • Stone of the Sun's Warmth

    • Bandana of Broken Men

    • Pouch of Money Holding (x2)

    • The Sleep Anywhere Pillow
    • [/ul
      • -
      ]



    Crafting Blueprints


    • Fantastiskt Magiskt Föremål (Rare)

    Crafting Tokens: 85



    Unique Items


    • Ranger Stones

    • Roper Tendril (5 lbs)

    • Bloodied pendant of Oloken’hai (Leona's)

    • Dsangir Scale



    Pets


    • Barn Owl: Tundra [Tamed, Trained, Equipped - Scale Mail barding]

    • Thorn Crawler: Ginger [Tamed, Trained, Equipped]

    • Giant Owl: Endellion [Tamed, Trained, Equipped - Breast Plate barding]

    • Riding Horse: (Yet to be named) [Tamed, Trained, Equipped] - Kennel

    • Giant Lizard (Spiderclimb Variant): (Yet to be named) [Tamed, Trained, Equipped] - Kennel



    Giant Owl Inventory

    [Mounted Carry Weight (50/60lbs)]


    • Masterwork Bandoliers [x6] (1 lb each)

    • Bandoliers [x2] (1 lb each)

    • Disguise 1 (1 lb)

    • Bless Scroll (1 lb)

    • Long Strider Scroll [x3] (1 lb Each)

    • Gentle Repose Scroll (1 lb)

    • Scroll of Lesser Restoration (1 lb)

    • Plant Growth Scroll (1 lb)

    • Scroll of Healing Spirit (1 lb)

    • Scroll of Lightning Arrow (1 lb)

    • Scroll of Conjure Animals (1 lb)

    • Scroll of Wind Wall (1 lb)

    • Scroll of Healing Word (1 lb)

    • Fly Scroll [x2 (1 lb each)]

    • Pass Without Trace Scroll [x3] (1 lb each)

    • Potion of Superior Healing [x2] (2 lbs each)

    • Scroll of Cure Wounds (x3) (1 lb each)

    • Zephyr Strike Scroll (1 lb)

    • Longbow (2 lbs)

    • Leather Worker's Tools (5 lbs)

    • Masterwork Leather Worker's Tools (5 lbs)

    • Thieves' Tools (1 lb)

    • Disguise Kit (3 lbs)

      • Disguise 2 (1 lb)

      • Poisoner's Kit (2 lbs)

      • J'rack's Wanderer Broach

      • J'rack's Guiding Stone


       



    Misc Items


    • Leona's White Ribboned Arrow

    • Lead-lined Chest

    • Starry Night Map/Scroll Case (1 lb)

    • Whistle carved with the World Wanderer icon

    • Hoot Hands

    • A quiver made to look like an owl soaring through the night sky (1 lb)

    • Warewolf Plushie [x2]

    • Jigsaw Piece [x2]

    • 5 Indigo Triad Masks

    • Warning letter (Tuledo)

    • Gold Coin (Coin Lords Mark)

    Magic item Descriptions

    Magic Item Descriptions


    Attunement


    Starstreak


    +2 Longbow – Astral Tower ( - GP) – Attunement: Soulbound (Myrlene)

    A silver bow that emanates cold frost.
    • This weapon deals an additional 2d6 Silver Cold Damage

    • This weapon can deal non-lethal damage.

    • Shower of Miora. As an action, you can make a ranged attack against all enemies within 30 feet. For each enemy struck and dealt damage you can heal an ally within this same area for 5 hit points. This healing can be split amongst allies but must always be done so in increments of 5. You can use this once per long rest.

    [Arcadum Item - Uncraftable]


    Armor of the Guardian Owl


    +2 Studded Leather Armor – Minor Legendary (10,000 gp) – Attunement: Gloom Stalker Ranger – Worthy 2

    This armor has been made from hardened and boiled leather, and made with the help and care of Anthony Adams, who had resolved to grant Myrlene an additional boon to their item for their efforts as the head of the World Wanderers, and his interactions with them. As such, this black armor has had the symbol of the World Wanderers emblazoned across the chest. It has been made from a monstrous lycanthropy hide, and formed into a leather capable of being a sturdy light armor, it has then been enhanced greatly with the powers of a lustrous elemental earth gem, and then enchanted with the night spirit feathers.
    • Your Dexterity score increases by 4 to a maximum equal to your ability score cap.

    • You have advantage on Dexterity (Stealth) and Wisdom (Martial) checks.

    • Close Quarters Specialist. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. In addition, after making a ranged weapon attack, you can make an unarmed strike as a bonus action.

    • Savage Ambusher. Your Dread Ambusher damage is increased to 4d8 of the weapon's damage type.

    • Midnight Haint. As a bonus action after you move, you can choose to create a 20 foot sphere of magical darkness around you. This area of darkness stays in the area you activated it for 3 rounds, allows you to see through it, and move in and out as you wish. Creatures with darkvision cannot see through it, and non-magical light cannot penetrate it. If you activate this ability while a separate instance is already active, the first instance dissipates. You may use this ability twice per short rest.

    • Natural Camouflage. Your Umbral Sight ability is modified to also affect all creatures that rely on vision and you are considered to be in darkness while in dim light for the purposes of your Umbral Sight ability.

    • Lost in the Trees. Reduce any physical damage you would take by 5. This damage reduction increases to 10 against creatures that you are invisible from due to your Umbral Sight ability, and is bypassed by silvered or blessed weapons.

    [Base Material, Enhancement, Enchantment, Adornment, Spell Invocation x2, Special Crafter]


    The Silver Talon


    +2 Silver Dagger – Rare Major Very Rare (9660gp, 97 Days) – Exclusive Attunement

    A mounted wrist blade with wicked, jagged edges; enhanced with a gold trim pulsing with primal essence, adorned and enchanted with feathers as black as night, infused with healing magic drawn from the great dream, and refined by a Horizon Walker in touch with the same dream. This glistening blade of silver serves as an epitome of balance between humanity and the primal energies of nature, as well as a conduit between the two.
    • Lacks the Thrown Property

    • While attuned to this item, you can’t attune to another item that allows you to fly through any means.

    • While equipped, you can use the Silver Talon to make unarmed strikes, this blade cannot be disarmed, and you cannot wield a shield or a weapon without the light property in that hand, except for the use of bows and crossbows. Unequipping this weapon takes an action.

    • While wielding this weapon, your Dexterity score is increased by 3, to a maximum equal to your ability score cap. Additionally, you gain access to the following abilities:

    • Night Huntress. As a bonus action you can teleport to an unoccupied space of dim light or darkness that you can see within 30 feet of you. You can use this ability twice, with both uses refreshing on a short or long rest. If under the effects of On Night’s Wings, the range is increased to 60 feet, and you disappear in a puff of black feathers.

    • On Night’s Wings. As an action, or as a reaction to falling, you can cause the silver blade of this talon to multiply. Raven feathers erupt across your shoulders, and silver talons encompass your other hand as well, a shadowy mist cloaking your head in the shape of a raven’s head with red eyes of fury. For 1 minute, or until you fall unconscious, you gain the following benefits:

      • You can see normally in darkness within 120 feet of you.

      • You gain a flight speed of 20 feet.

      • The talon is not considered to be occupying a hand, and the damage die for it increases to 1d8.

    • Once this ability ends, you can’t activate it again until you finish a long rest.

    • Silver Lining. The first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. Once this ability has activated in either way, it cannot activate again until you finish a long rest. If you are under the effects of On Night’s Wings, you can spend up to half your remaining hit dice to heal yourself as part of this ability’s activation.

    • Tear Into Flesh. When you hit a creature with this weapon, you can make another attack with it as a bonus action.

    [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]


    Spymaster’s Bracer (Undying Will)


    Wondrous Item – Major Rare 2500 Gold – Attunement – Worthy (2)

    Taken from the corroded remains of the former Kytolokian Spymaster, this bracer is the only remnant that indicates such a man once existed on the continent of Kalkatesh. The phrase that had been scrawled upon the inside of the bracer has vanished, and replaced with a new Elvish Phrase: “Duty Fulfilled”
    • Your Dexterity score increases by 2, to a maximum 20. This affected by ability score cap increase.

    • Crushing Backhand. When a weapon attack would hit you, you can immediately expend your reaction to performed an unarmed attack before the triggering attack against the target if it is within your reach. This attack is considered a finesse attack. If the attack hits, the target must make a DC 15 Constitution Save or be stunned until the end of its turn. You can use this ability three times per long rest.



    Valentine


    +1 Longbow – Major Rare 2,200 Gold, Attunement

    This longbow was crafted with the care of a gentle hand. A strand of hair from a unicorn has been weaved into the bowstring, while the bow itself has been enchanted with healing magic, which in turn the unicorn hair has further enhanced.
    • Whenever you cast the spell Cure Wounds while using this magical bow, you can choose to have the magical energy of the spell take the form of an arrow of light. When you use this arrow of light with the longbow, you can shoot a creature with it as a bonus action after casting, causing the Cure Wounds spell to have a range equal to the normal range of the bow, and healing for the spell's normal amount. This requires no attack roll if the target is a willing creature.

    [Base Material, Enhancement, Spell Invocation x1]


    Crown of Thorns (Undying)


    Wonderous Item – Major Rare 3000 Gold, Deadly Attunement, Worthy 2

    The crown of a False King. Plucked from the dissolved remains of the Thorned King, the crown pulses with a sinister energy. For when one king falls, another must take its place…
    • While attuned to this item, Your Constitution score increases by 2, to a maximum 20. This affected by ability score cap increase. Additionally, you gain the following benefits:

    • Undying Sovereign. When in combat, you regain 3 hit points so long as you are conscious at the start of your turn.

    • Royal Authority. You reduce any bludgeoning, piercing, or slashing damage you take by 3. This stacks with similar effects.

    • Divine Vestment. You gain resistance to bleed and poison damage. You also gain access to the following ability:

    • Imperial Mandate. When you would suffer an effect that reduces or prevents healing received, you can make a DC 18 Constitution saving throw to resist the effect. This ability can be overcome by extremely powerful foes, such as Villains.



    Guiding Stone

    This opal, infused with the power of the ranger stone, radiates with guidance. While attuned, this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protected from the negative effects of temperature except in the most extreme cases.


    The Summer Owl's Toil


    Wondrous (Holy Symbol) - Rare (1,500gp, 15 days) - Attunement

    A leather reinforced wheat mask of Silloway fashioned and weaved with the touch of a master leather worker to take on the appearance of an owl's visage.
    • Your Intelligence score increases by 1, up to a maximum equal to your ability score cap.

    • Glare of the Estival Solstice. As an action, you can empower your ranged weapon attacks with arcane magic. For 1 minute your ranged weapon attacks deal an additional 1d4 fire damage on a hit. Once you use this ability, you can’t use it again until you finish a long rest.

    • Minimize Mistakes. When you fail a saving throw, you can use your reaction to reduce your AC by any amount up to a maximum of 4 for 1 hour and gain a bonus to the failed saving throw equal to the amount you reduced your AC by. You can use this ability three times, regaining all uses after finishing a long rest.

    • The Special Ritual performed while crafting this holy symbol grants the following effects.

      • All damage that you would take from dragons is reduced by 4, after resistance is applied.

      • Protection from Falsehood. If an effect would result in your hit point maximum being reduced, you gain a +3 bonus to the saving throw made to resist it.



    Godspeed


    Wondrous Item (Boots) – Minor Legendary (9900 GP) – Worthy 4 - Attunement

    An unearthly light set of boots crafted from the skinned remains of both the devout and the heretical, before being soaked within the blood of angels and devils alike. Enchanted for unnatural celerity, those who wear these boots feel as if they can touch the sky no matter where they are.
    • Your Dexterity score is increased by 4, up to a maximum equal to your score cap.

    • Lightning Speed. Your walking speed is increased by 15 feet./li]

    • Above the Rest. You gain a flying speed of 20 feet.

    • Untouchable. When you use the Uncanny Dodge Class Feature, you can choose to negate all of the attack's damage against you. You can do this three times, regaining all uses after finishing a long rest.

    • Supersonic. As a bonus action, you can launch yourself forward at supernatural speeds, flying up to 60 feet in a straight line. You cannot break up this movement. Until the end of your turn, your melee weapon attacks deal an extra 1d8 force damage on hit. You can do this three times, regaining all uses after finishing a long rest.

    • Godspeed Meteor(Hubris). You can activate these boots as an item interaction, gaining the effects of the haste spell as if you ingested a Potion of Speed. However, at the end of the duration, not only are you stunned for one round, but you explode for 12d6 fire damage in a 20-foot radius. This damage cannot be reduced for you, barring immunity to fire damage which only halves the fire damage you take from this effect. All other creatures caught in the blast radius must succeed on a DC 17 Dexterity saving throw to half the damage.

    [This item is Glorybound.]


    Non-Attunement


    Owl's Crest


    +1 Mithral Repeating Crossbow – Very Rare (4,500 Gold)

    A recovered mithral repeating crossbow engineered by the Shar'kai of old, now refined by the hands of a follower of Ezokhine and a follower of Oun to increase its efficiency and power in the hands of one who is cold, quick, and calculating.
    • This weapon has the following mundane properties:
      • You deal an additional 1 acid damage on a hit with this weapon.
      • Damage from melee attacks with this weapon is treated as true silver for those that are vulnerable to it.

    • This weapon deals an additional 1d6 cold damage on a hit. It also has the following ability:

    • Reserve Ammo.This weapon has a case of reserve ammo that holds up to 10 additional bolts, which can be used when your Bolt Magazine is depleted during the Attack action. You can reload one bolt into the case of reserve ammo as an action.

    [Base Material, Spell Invocation x1, Special Crafter]


    Mistfeather Cloak


    Cloak – Uncommon (700 gp)


    • You can spend your reaction to cast the Feather Fall spell when you or a creature within 60 feet of you falls. This ability refreshes at dawn each day.

    [Base Material, Adornment, Spell Invocation x2]

    Bracers of Archery


    Bracers – Major Uncommon – Recovered from Teovance Forval

    This pair of leather bracers at first glance may look rather mundane. But upon close inspection one can see a glimmer of magic coursing through its stitching.
    • While wearing these bracers, arrows you shoot deal an additional 1 force damage.

    [Base Material, Enchantment]

    Gloves of the Quarry (NOT ON ME RIGHT NOW)


    Uncommon – Loaned by Kura

    These black leather gloves possess the magics of the Hunter's Mark spell, and subsequently improve further castings of it. A grey handprint marks the back of them.
    • You can spend an action to cast the spell Hunter's Mark. This ability refreshes at dawn each day. Furthermore, the extra damage of a Hunter Mark's spell you hard cast is increased to 1d8.

    A Little Inspiration


    Common – Gifted by Peep


    • You can roll a d6 die and add the number rolled to one ability check, attack roll, or saving throw you make. You can decide after rolling the d20, but before results are revealed. This ability refreshes at dawn each day.

    [Base Material, Enchantment (Non-Spell)]

    Bloodied pendant of Oloken’hai


    Gifted by Leona Valentine

    A holy symbol of Oloken’hai, likely taken from the body of one of his minions. While you despise the being whose eye is carved into this pendant, you know that even this symbol is of use to you.
    • So long as this pendant is in your possession, you gain advantage on Investigation checks to root out or discover Oloken’hai, his followers, and other eldritch entities. This item does not require attunement.

    Bandana of Broken Men


    Gifted by Leona Valentine

    This mystical crimson bandana is enchanted with the blood of many victims.
    • Whenever you would spend hit-dice to heal during a short rest you may roll an additional 2d6. Whenever you would be healed in any way, you are healed 1 additional hitpoint.

    The Sun's Warmth


    Gifted by Caeldrim Starstrider

    A warm sensation radiates from within this stone.
    • You know the control flames cantrip while you hold onto this stone. You can use 2 effects of control flame at the same time when you cast it with this item. You are always warm, this does not affect extreme cold or cold damage.

    Equipment
  • World Wanderers
  • The Cordially Invited

  • Faction
    Madman
    Stat Array

    Class Features


    Favored Enemy (Revised)

    Beginning at 1st lvl, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose one type of favored enemy: (Humanoids).

    • You gain +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.

    • Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks and Wisdom (Martial) Checks to recall information about them.

    • When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However you are free to pick any language you wish to learn. (Dwarvish)




    Natural Explorer (Revised)

    At 1st level, whenever you are in natural terrain, whether it be a forest or a natural cave system, it rants you the following benefits:

    • You ignore difficult terrain.

    • You have advantage on initiative rolls.

    • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

    In addition you get the following benefits when traveling for an hour or more:
    • Difficult terrain doesn't slow your group's travel.

    • Your group can't become lost except by magical means.

    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

    • If you are traveling alone, you can move stealthily at a normal pace.

    • When you forage, you find twice as much food as you would normally.

    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed the area.




    Fighting Style (Defense)

    • While you are wearing armor, you gain a +1 bonus to AC.




    Dread Ambusher (Gloom Stalker)

    At 3rd level, 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 weapons damage type.




    Umbral Sight (Gloom Stalker)

    • At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its 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.




    Primeval Awareness (Revised)

    Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

    • You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.

    • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.

    • You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

      • You cannot use this ability against a creature that you have attacked within the past 10 minutes.

    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby.
    • By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.

      • This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

      • If there are multiple groups of your favored enemies within range, you learn this information for each group.




    Sharpshooter (Feat)

    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

    • Your ranged weapon attacks ignore half cover and three-quarters cover.

    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.




    Extra Attack

    • Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.




    Fighting Style (Archery)

    • You gain a +2 bonus to attack rolls you make with ranged weapons.




    Second Wind

    You have a limited well of stamina that you can draw on to protect yourself from harm.

    • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.




    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment.

    • On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.




    Expertise

    • At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception and Stealth)




    Sneak Attack (1d6)

    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction.

    • Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.




    Thieves' Cant

    During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.




    Cunning Action

    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.




    Assassinate

    Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.




    Bonus Proficiencies

    When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.




    Sneak Attack (2d6)

    Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction.

    • Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.




    Alert (Feat)

    Always on the lookout for danger, you gain the following benefits:

    • You gain a +5 bonus to initiative.

    • You can't be surprised while you are conscious.

    • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.




    Sneak Attack (3d6)

    Beginning at 5th level, you know how to strike subtly and exploit a foe's distraction.

    • Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.




    Uncanny Dodge

    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


    Traits


    Madman Array

    15 (Dex) / 15 (Wis) / 14 (Con) / 11 (Str) / 11 (Cha) /10 (Int)




    Steton Origin

    • +1 to Constitution




    Hide Flayer Sub-Origin

    • All light armors have their AC increased by 1.




    World Wanderer

    • Attribute Cap Increase (Constitution +2)




    Chapter Master

    • +5 to max HP




    Umbral Sight (Gloom Stalker)

    • 60 ft Darkvision




    Marriage Bonus

    Married to Jonah Three-Rivers.

    • +2 bonus to AC when within 30 feet of Jonah Three-Rivers.

    • Shared Prestige (4=4)




    Loyalty (30)

    • A salary increase of 250 gold from downtime day jobs

    • +5 increase to HP




    Veteran Title

    • This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.




    Linnorm Boon: Primal Surge (Loyalty 2)

    • As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.




    Deen'Has - Healing is in her blood:

    • Whenever a member of the World Wanderers would be healed by a spell or the Healer feat they are healed for an additional 3 hit points.




    Ranger Training

    • All members of the World Wanderers are progressively trained in practical abilities, known to all those truly dedicated to the Way of the Ranger.
    • Loyalty 3
      Your Ranger training has granted you advantage on Survival checks made to track humanoids.

    • Loyalty 5
      Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.

    • Loyalty 7
      Your training in travelling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.

    • Loyalty 9
      Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.

    • Loyalty 11
      You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spells once per long rest.


    Class/Racial Features & Traits

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