Amethyst is @wrestlegirl1
"Some days, you just want to track a goblin. Other days, you get... this. Still, gotta see it through."
Race: Half-Elf
Class: Ranger (Hunter 7)
Alignment: Neutral Good
Background: Folk Hero (with a healthy dose of humility and a constant state of mild bewilderment)
Motivation: Amethyst is fundamentally driven by a desire to protect common folk and the wilderness she loves. She became a Folk Hero by stepping up when others wouldn't, defending her village from various threats. Her journey now is partly out of a sense of duty, partly curiosity, and partly a feeling of being swept along by events far grander and stranger than she ever anticipated. She seeks to do good, ensure the safety of those around her (including her eccentric companions), and perhaps find some measure of peace or understanding in a world that seems to be getting progressively weirder. She is the audience surrogate, often reacting with genuine shock to the fantastic, yet always ready to lend her skills to the cause.
Hit Points: 65 (7d10 + Con mod x 7)
Armor Class: 15 (Leather Armor + Dex mod)
Speed: 30ft
Initiative: +3
STRDEXCONINTWISCHA10 (+0)16 (+3)14 (+2)12 (+1)15 (+2)13 (+1)
Export to Sheets
Saving Throws: Strength (+3), Dexterity (+6)
Skills: Animal Handling (+5), Perception (+5), Stealth (+6), Survival (+5), Athletics (+3), Insight (+5), Investigation (+4)
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Carpenter's Tools, Herbalism Kit (from Folk Hero background)
Languages: Common, Elvish, Goblin, Orc
Weapons:
"Whisperwind Bow" (Longbow): +1 Longbow, made of sturdy, flexible yew wood. Its string hums faintly when drawn. Grants an additional +1 bonus to attack rolls.
Quiver: Contains 30 arrows. 5 are +1 Arrows of Swift Flight (grant a +1 bonus to damage).
"Trusty Blade" (Shortsword): A well-maintained shortsword, reliable for close quarters.
Armor:
"Traveler's Respite" (Leather Armor): Practical and durable leather armor, well-worn but cared for. It has several hidden pouches for small items.
Other Gear:
Backpack: Containing rope, bedroll, mess kit, tinderbox, waterskin, 10 days of rations.
Pouch: Containing 75 gp, a few well-worn copper and silver coins, a lucky smooth river stone.
Herbalism Kit: For crafting potions or poultices.
Carpenter's Tools: For minor repairs or crafting simple wooden items.
Hunting Trap: A basic, reliable trap.
Small, faded portrait: Of her family or a mentor from her village.
Folk Hero (Background):
Rustic Hospitality: She can always find a place to hide, rest, or recuperate among commoners, and they will shield her from the law or anyone else searching for her, though they will not risk their lives for her.
Defined Deed: Saved her village from a band of rampaging orcs/goblins.
Favored Enemy (Ranger 1): Humanoids (Goblins, Orcs). She has advantage on Wisdom (Survival) checks made to track her favored enemies, and on Intelligence checks to recall information about them. She also deals an additional +2 damage on weapon attacks against them.
Natural Explorer (Ranger 1): Favored Terrain: Forest. While traveling in her favored terrain, she gains several benefits (easier tracking, no getting lost, less difficult travel, etc.).
Fighting Style (Archery - Ranger 2): She gains a +2 bonus to attack rolls she makes with ranged weapons.
Hunter's Prey (Colossus Slayer - Hunter 3): Once per turn, when she hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its maximum hit points.
Primeval Awareness (Ranger 3): She can use her action and expend one Ranger spell slot to focus her awareness on the region around her. For 1 minute per level of the spell slot she expends, she can sense whether any favored enemies are present within 6 miles of her (or 30 miles in her favored terrain).
Extra Attack (Ranger 5): She can attack twice, instead of once, whenever she takes the Attack action on her turn.
Defensive Tactics (Multiattack Defense - Hunter 7): When a creature hits her with an attack, she gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Fey Ancestry (Half-Elf): Advantage on saving throws against being charmed, and magic can't put her to sleep.
Skill Versatility (Half-Elf): Proficiency in two additional skills of her choice (Investigation, Insight).
Spell Save DC: 13
Spell Attack Bonus: +5
Spell Slots:
1st Level: 4
2nd Level: 2
Spells Known (Prepared): (WIS mod + Ranger level / 2) = (2 + 3) = 5 spells known/prepared
1st Level: Hunter's Mark, Cure Wounds, Ensnaring Strike
2nd Level: Pass Without Trace, Spike Growth
"Whisperwind Bow":
Weapon (Longbow), uncommon (requires attunement)
Functions as a +1 Longbow, granting a +1 bonus to attack rolls and damage rolls.
"Silent Shot": Once per short rest, Amethyst can activate this feature as a bonus action. For the next minute, her ranged weapon attacks made with this bow create no sound, and she has advantage on Dexterity (Stealth) checks if she moves no more than half her speed on her turn.
"Lucky River Stone":
Wondrous Item, common
A smooth, perfectly oval river stone.
"Foresight's Glimmer": Once per day, when Amethyst makes an ability check, saving throw, or attack roll, she can add a d4 to the result before knowing if it succeeds or fails.
Amethyst grew up in a quiet, isolated village nestled on the edge of a vast forest. From a young age, she was drawn to the natural world, learning to track, hunt, and survive from local woodsfolk. Her ordinary life was shattered when a monstrous threat (perhaps a band of particularly nasty goblins or hungry beasts) menaced her home. Without hesitation, Amethyst stepped forward, using her nascent ranger skills to protect her community, earning her the title of "Folk Hero."
This event, while celebrated, also instilled in her a deep sense of responsibility and a quiet understanding of the dangers lurking beyond civilization. She set out from her village, not seeking glory, but to further hone her skills, aid those in need, and understand the wider world.
She is the most "normal" member of the current adventuring party, often finding herself utterly bewildered by the sheer magical absurdity unfolding around her. Her initial reaction to the Princess-Dragon and the hot dog was genuine, wide-eyed shock, a feeling she often grapples with. Amethyst is pragmatic, grounded, and intensely observant. She prefers straightforward solutions and practical action over grand pronouncements or convoluted magical theories. She's a good judge of character, if sometimes a bit overwhelmed, and her unwavering loyalty and common sense make her a valuable, if sometimes exasperated, companion. Despite the bizarre circumstances, she remains committed to protecting her friends and doing what's right, even if "what's right" now involves a winged princess and her magical frankfurter.