Tsii

55

Tsii, the Half-Elf Ranger Anthropologist

**Personality Traits**

Fill in these.

**Ideals**

Fill in these.

**Bonds**

Fill in these.

**Flaws**

Fill in these.

## Character Sheet

*(Utilize the 15, 14, 13, 12, 10, and 8 score array for base stats.)*

**Race**

*"Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves." -Half-Elf*

* **Ability Score Increase**. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1.
* **Age**. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.
* **Size**. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Darkvision**. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Fey Ancestry**. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Skill Versatility**. You gain proficiency in two skills of your choice.
* **Languages**. You can read, speak, and write Common, Elven, and one language of your choice.

**Background**

*"You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs." -Anthropologist*

* **Cultural Chameleon**. Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.
* **Adept Linguist**. You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

**Class**

*"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch." -Ranger*

* **Ranger's Companion**. You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
* **Favored Enemy** (Draconic). You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
* **Natural Explorer** (Mountain). Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark, you choose additional favored terrain types at 6th and 10th level.. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
	+ 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 normally would.
	+ While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

**Proficiencies**

* Racial Traits
	+ **Darkvision**. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
	+ **Fey Ancestry**. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* Languages
	+ Common (Racial)
	+ Elven (Racial)
	+ Druidic (Racial)
	+ Dwarvish (Background)
	+ Infernal (Background)
	+ Draconic (Class)
* Tools & Other Proficiencies
	+ N/A

Armor
Armor
Armor
Weapons
Weapons
 ✓

**Additional Features & Traits**

* **Elven Accuracy** (Starting Feat). The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
	+ Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
	+ Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

## Actions, Abilities & Magic

### Actions

 Shortsword
 Handaxe (Melee)
 Handaxe (Thrown)

* **Ranger's Companion**. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

### Abilities

* **Elven Accuracy**. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

## Pixel

### Actions

 Claw

* **Pounce**. 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.

### Abilities

* **Keen Smell**. The panther has advantage on Wisdom (Perception) checks that rely on smell.

## Inventory

*(Items you have currently equipped on your body. You can only have 3 active magical items enabled at once on you.)*

* **Bracers of Archery** (Starting Magic Item). Wondrous item, uncommon (requires attunement). While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

### Backpack/Storage

( **CAPACITY**: [STR score x 15] / **MAXIMUM**: [STR score x 15] )

* Gold Pouch
* Container
	+ Items
* Container
	+ Items