Yria Meliamne
Class & Level: Fighter (
Arcane Archer) 4
Race: Wood Elf
Background: Urchin
History:
Yria didn't grow up with a last name. Yria didn't grow up with a lot of things, truth be told. She was raised on the streets of a bustling city, just another orphan struggling to survive. The scrappy young elf was quick on her feet, quick with her hands, and good at not getting seen - so she did well enough, by street-orphan standards. The only trinket she has of her past is a small copper locket, which has "Yria" written on the inside in elven.
Thankfully, this life was not to continue for long. One day, she picked the pocket of an elven who who was traveling through the markets. She thought she'd gotten away unseen, but the elven woman had, in fact, been aware of her the entire time. Impressed by Yria's moxie, the elven woman tracked her down and made her an offer: return the coinpurse and come back with her to train and become something other than a street rat, or keep the coinpurse and its contents. Yria chose the former.
Best decision she ever made. The elven woman, Koryin Meliamne, was an Arcane Archer, and started training Yria in her craft. She picked up the basics pretty quickly, along with her mentor's last name, and not long after she came of age she was sent off to find her own way in the world.
Naturally, she's an adventurer. A spunky, snarky, bright-eyed young woman with a distaste for those who harm the less fortunate and the ability to launch exploding arrows at them.
Armor Class: 15
HP: 36
Hit Dice: 4
Initiative: +3
Speed: 35
ABILITY SCORES
STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 10 (+0)
Proficiency Bonus:
SAVING THROWS (P = Proficient)
STR: +3 (P)
DEX: +3
CON: +4 (P)
INT: 0
WIS: +2
CHA: 0
Passive Perception: 14
ABILITIES:
> Darkvision
> Keen Senses: Proficiency with Perception Skill
> Fey Ancestry: Advantage on Saves vs. Charm effects, cannot be put ot sleep with magic
> Trance: Meditate for four hours instead of needing to sleep for eight
> Fleet of Foot: Base speed is 35 feet
> Mask of the Wild: May attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
> City Streets: When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
> Fighting Style (Archery): Gain +2 bonus on attack rolls with ranged weapons
> Second Wind: May use bonus action to regain 1d10+4 hit points, 1/ short or long rest
> Action Surge: May take one additional action and potential bonus action 1/ short or long rest
> Martial Archetype (Arcane Archer)
> Arcane Archer Lore: Proficiency in Arcana, and may cast Prestidigitation as a cantrip
> Arcane Shot (2): May apply an Arcane Shot ability to one bow attack per turn
>> Bursting Arrow: Target and all creatures within 10 feet take 2d6 force damage
>> Grasping Arrow: Target takes 2d6 poison damage, speed is reduced by 10 feet, and takes 2d6 slashing damage on each turn it moves 1 foot or more without teleporting. 1 action (athletics vs. DC 10) to remove, or persists 1 minute
SKILLS (P = Proficient)
Acrobatics: +5 (P)
Animal Handling: +2
Arcana: +2 (P)
Athletics: +3
Deception: 0
History: 0
Insight: +2
Intimidation: 0
Investigation: 0
Medicine: +2
Nature: 0
Perception: +4 (P)
Performance: 0
Persuasion: 0
Religion: 0
Sleight of Hand: +5 (P)
Stealth: +5 (P)
Survival: +2
Languages
Common, Elven
FEATS
> Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point w hen an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Currency: 10gp
ITEMS, ATK, DAMAGE/TYPE
> Longbow (+7 atk, 1d8+3 dmg/piercing, range 150/600, 20 arrows)
> Short Sword (+5 atk, 1d6+3 dmg/piercing)
> Daggers x6 (one in each boot, two on her belt, one in her bra, one in her panties) (+5 atk, 1d4+3 dmg/piercing, range 20/60)
> A small knife
> Map of whatever city she grew up in
> Small locket with "Yria" written on it in elven (only momento she has of her parents)
> A set of common clothes
> Backpack
> Crowbar
> Hammer
> 10 Pitons
> 10 Torches
> Tinderbox
> Waterskin
> 50 feet of hempen rope
> Rations
> Studded Leather Armor
-OTHER NOTES-
-
SPELLS
- Prestidigitation