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Merryala Silvershaft

Merryala Silvershaft is a 6th level Ranger and Folk Hero, a Moon Elf with a strong connection to nature and hunting, particularly in Whiterun. She possesses various skills and abilities, including proficiency in animal handling and survival, as well as spells like Hunter's Mark and Pass Without Trace. Her backstory includes a long trek into the wilds, leaving her family behind, and a belief in the blessings of Ullr guiding her path.
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0% found this document useful (0 votes)
12 views3 pages

Merryala Silvershaft

Merryala Silvershaft is a 6th level Ranger and Folk Hero, a Moon Elf with a strong connection to nature and hunting, particularly in Whiterun. She possesses various skills and abilities, including proficiency in animal handling and survival, as well as spells like Hunter's Mark and Pass Without Trace. Her backstory includes a long trek into the wilds, leaving her family behind, and a belief in the blessings of Ullr guiding her path.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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6th level Ranger Folk Hero Justin Walters

CLASS & LEVEL BACKGROUND PLAYER NAME


Merryala Silvershaft
Moon Elf CG 14,000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH You are one of, if not the, premier
14 +1 30 ft hunter in Whiterun and you do what
16 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
you can to pass on the teachings of
Ullr
+3 PERSONALITY TRAITS

Hit Point Maximum 39


● +6 Strength
DEXTERITY Respect for the wilds, respect for

13
● +4

+1
Dexterity
Constitution
39 the hunt, respect for survival skills.
CURRENT HIT POINTS IDEALS
+0 Intelligence
+1 +2 Wisdom
Long ago you left your family behind after setting off on a
+2 Charisma long term trek into the wilds of Hammerfall, sometimes you
wonder about their fate but Ullr's hunt led you to Whiterun.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 6d10
+1 Acrobatics (Dex) Total SUCCESSES Ullr's hunt led you here and you are perhaps a bit too
confident that his blessing follows your life. One day your
+1 ● +5 Animal Handling (Wis) skills might not be up to the task required of life as Ullr's
FAILURES
representative in Whiterun.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +6 Athletics (Str)

11 +2

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in
dark and dim conditions. You can see in dim light within 60 feet of you as if it were

+5 Insight (Wis)
Staff +6 1d8+3/B bright light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
+0 ●
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and
+2 Intimidation (Cha) Javelin +7 1d6+3/P magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining
semiconscious, for 4 hours a day. (The Common word for such meditation is
WISDOM +0 Investigation (Int) "trance.") While meditating, you can dream after a fashion; such dreams are actually

+2 Medicine (Wis)
Darts +7 1d4+3/P mental exercises that have become reflexive through years of practice. After resting
in this way, you gain the same benefit that a human does from 8 hours of sleep. If

14 +0 Nature (Int)
you meditate during a long rest, you finish the rest after only 4 hours. You otherwise
obey all the rules for a long rest; only the duration is changed.
Elf Weapon Training. You have proficiency with the longsword, shortsword,
Two Attacks Per Action shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is
● +5 Perception (Wis) your spellcasting ability for it.
+2 Extra Language. You can speak, read, and write one extra language of your
choosing
+2 Performance (Cha) Favored Enemy (Beasts): Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain type of enemy commonly
+2 Persuasion (Cha) encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids,
CHARISMA monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally, you have advantage on Wisdom
+0 Religion (Int) (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

14 +1 Sleight of Hand (Dex)


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.
Natural Explorer: You are a master of navigating the natural world, and you react with
swift and decisive action when attacked. This grants you the following benefits:
● +4 Stealth (Dex) You ignore difficult terrain.
+2 You have advantage on initiative rolls.
● +5 Survival (Wis) On your first turn during combat, you have advantage on attack rolls against
creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following
benefits when traveling for an hour or more:
SKILLS ATTACKS & SPELLCASTING 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.
15 PASSIVE WISDOM (PERCEPTION)
Potion of Healing,
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
CP how long ago they passed through the area.
Close Quarters Shooter: When making a ranged attack while you are within 5 feet of
Boots of False Tracks, a hostile creature, you do not have disadvantage on the attack roll. Your ranged
attacks ignore half cover and three-quarters cover against targets within 30 feet of

Languages: Common, Elven, Sylvan, Goblin, SP Staff of Birdcalls, Potion you. You have a +1 bonus to attack rolls on ranged attacks.
Primeval Awareness: 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
Draconic of Cold Resistance, 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
Rustic Hospitality
EP
Potion of Water 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
Since you come from the ranks of the actions you can take (if any) to persuade it to not attack. You cannot use this ability

common folk, you fit in among them with


Breathing, Mithril Chain 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.

ease. You can find a place to hide, rest, or GP


Shirt, Scroll of 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
recuperate among other commoners, unless Protection from Plants, 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
you have shown yourself to be a danger to
them. They will shield you from the law or PP
Hewards Handy information for each group.
Greater Favored Enemy (Dragons): At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy: aberrations, celestials, constructs,
anyone else searching for you, though they Haversack, Wand of dragons, elementals, fiends, or giants. You gain all the benefits against this chosen
enemy that you normally gain against your favored enemy, including an additional
will not risk their lives for you. Entangle, 10 Javelins, language. Your bonus to damage rolls against all your favored enemies increases to
+4. Additionally, you have advantage on saving throws against the spells and abilities
Proficient with: Land Vehicles, Carpenter's used by a greater favored enemy.

Tools 20 Darts
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
317 5'6" 114 lbs
AGE HEIGHT WEIGHT
Merryala Silvershaft
Green Whitish-Silver Silvery-white
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Colossus Slayer. Your tenacity can wear down the most potent
foes. When you hit a creature with a weapon attack, the creature
takes an extra 1d8 damage if it's below its hit point maximum.
You can deal this extra damage only once per turn.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ranger Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
True Strike

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Snare

Hunter's Mark
4
Ensnaring Strike
SPELLS KNOWN

2 2
Pass Without Trace

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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