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Ragnaws Balls - AI-generated fantasy Character

Ragnaws Balls

Elf · Fighter · Level 1 · Outlander

Ragnaws Balls

Ragnaws is blunt, warm-hearted, observant, and loudly enthusiastic.
AC18
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 12 · 30 ft.
AlignmentNeutral GoodGenderMaleAge118 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument

Languages

Common,
Elvish

Features

8 features

Bonus action

  • Second WindLevel 1

    On his turn, Ragnaws can use a bonus action to regain 1d10 + 1 hit points. He must finish a short or long rest before using this feature again.

Always on

  • Fighting Style: DefenseLevel 1

    Ragnaws adopts the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.

  • DarkvisionElfRagnaws can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, treating darkness as dim light.
  • Keen SensesElfRagnaws is proficient in the Perception skill.
  • Fey AncestryElfRagnaws has advantage on saving throws against being charmed, and magic cannot put him to sleep.
  • TranceElfRagnaws does not need to sleep. He meditates deeply for 4 hours to gain the same benefit that a human gains from 8 hours of sleep.
  • Elf Weapon TrainingElfRagnaws is proficient with the longsword, shortsword, shortbow, and longbow.
  • WandererOutlander

    Ragnaws has an excellent memory for maps, terrain, and natural geography. He can recall the general layout of terrain, settlements, and other features around him, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Gear

11 items

Weapons

  • Longsword
    A versatile one-handed martial weapon used with his shield.
  • Light crossbow
    A ranged martial weapon for hunting and battlefield support.

Armor

  • Chain mail
    Heavy armor providing AC 16. Ragnaws wears it in battle despite its noise and weight.
  • Shield
    A wooden shield painted with a white trail-mark. It raises his AC to 18.

Tools

  • Staff
    A simple wooden staff used for walking, probing uncertain ground, and discouraging rude animals.

Gear

  • 20×
    Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Includes a backpack, a crowbar, a hammer, ten pitons, ten torches, a tinderbox, ten days of rations, and a waterskin.
  • Hunting trap
    A portable trap used to catch small or medium creatures.
  • Trophy from a hunted animal
    A preserved animal tooth from the first creature Ragnaws tracked alone.
  • Traveler's clothes
    Practical clothing suitable for travel through wilderness and settlements.

Purse

  • 10×
    Gold pieces
    Loose coins kept in a weatherproof pouch.

Appearance

Ragnaws is a tall, broad-shouldered wood elf with weather-browned skin, long ash-brown hair tied with strips of green cloth, and pale amber eyes that rarely stay still. His chain mail hangs over a battered green tunic, and he carries a round wooden shield painted with a simple white trail-mark. He takes up more space than he realizes, standing too close during conversations and leaning over campfires like they belong to him. His most noticeable feature is his powerful jaw and broad, square teeth, which show prominently whenever he laughs, eats, or speaks through a grin. His laugh is loud, sudden, and entirely without apology.

Mannerisms

Ragnaws leans forward when listening, often standing close enough to make people shift their feet. He tests the ground with his staff before sitting, chews slowly while studying strangers, and gives a booming laugh with his whole jaw whenever someone makes a good point. Before entering unfamiliar wilderness, he touches two fingers to the nearest tree or stone.

Personality

Ragnaws is blunt, warm-hearted, observant, and loudly enthusiastic. He treats strangers as potential companions until they prove otherwise, and he has a practical talent for making camps feel safer. He is patient with animals, children, and the frightened, but has little patience for bullies, wastefulness, or anyone who harms the land for amusement. He speaks plainly, celebrates small victories with enormous laughter, and believes a shared meal is the fastest route to trust.

Ideals

Protection. Strength means little unless it is used to shelter those who have less of it. The trail is safer when the strongest person walks at the back.

Bonds

The forest that raised him is threatened by hunters, loggers, and creatures driven from their homes. Ragnaws will risk almost anything to protect his people and the wild lands they depend on.

Flaws

Ragnaws is convinced that hesitation is usually just fear wearing a respectable coat. He interrupts, crowds personal space, and volunteers for dangerous tasks before anyone else can object. He also has a stubborn dislike of maps drawn by people who have never walked the ground they claim to understand.

Quirks

Names every important trail and bridge he crosses.
Keeps a running count of how many people he has helped cross dangerous ground.
Offers food to animals before speaking to their owners.
Calls all poorly made maps 'polite lies.'

Background

Ragnaws Balls was raised among an elven hunting band that moved through deep forest by season, following game trails, berrying grounds, and the old paths left by creatures too large to name. His unusual surname came from a childhood incident involving a basket of winter nuts, a startled badger, and his habit of announcing every mistake loudly enough for the entire camp to hear. The name was meant as a joke, but Ragnaws wore it proudly, treating it as proof that a person could survive embarrassment and still become useful. When a band of human poachers began using fire to drive animals from the forest, Ragnaws organized a defense with snares, false trails, and carefully placed watchfires. He discovered that he preferred standing between danger and other people rather than stalking prey from the shadows. His elders praised his courage but warned that his directness, noise, and tendency to solve disagreements by stepping forward would eventually carry him beyond the forest. Now he travels as an outlander and fighter, learning the roads beyond his home while protecting travelers, beasts, and wild places from those who treat the world as something to be consumed. He still sleeps lightly, studies every trail, and insists that every camp meal deserves a proper laugh.

“The name was meant as a joke, but Ragnaws wore it proudly, treating it as proof that a person could survive embarrassment and still become useful.”
From their backstory
Background
Outlander

Connections

Species

Elf

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