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Rhevren - AI-generated fantasy Character

Rhevren

Wood Elf · Fighter · Level 1 · Sailor

Rhevren

Quietly alert and steady under pressure, Rhevren notices changes in wind, mood, and footing before most people do.
AC17
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 13 · 35 ft.
AlignmentNeutral GoodGenderNonbinaryAge112 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Navigator's tools,
Water vehicles

Languages

Common,
Elvish

Features

9 features

Bonus action

  • Second WindLevel 1

    When On your turn, as a bonus action

    Regain 1d10 + 1 hit points as a bonus action once per short or long rest.

Always on

  • Fighting Style: DefenseLevel 1

    You adopt a style of fighting as your specialty. Defense: while wearing armor, you gain a +1 bonus to AC. This bonus is included in the listed AC.

  • DarkvisionWood ElfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, but cannot discern color in darkness.
  • Keen SensesWood ElfYou have proficiency in the Perception skill.
  • Fey AncestryWood ElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TranceWood ElfYou do not need to sleep; instead, you meditate deeply for 4 hours a day.
  • Fleet of FootWood ElfYour walking speed is 35 feet.
  • Mask of the WildWood ElfYou can attempt to hide when lightly obscured by natural phenomena.
  • Ship's PassageSailor

    You can secure free passage on a sailing ship for yourself and your companions, provided you are willing to serve as crew during the voyage. You can call on the hospitality of other sailors and recognize the shared obligations of life at sea.

Gear

11 items

Weapons

  • Longsword
    A versatile martial melee weapon, used with the shield.
  • Light crossbow
    A simple ranged weapon with 20 bolts.
  • Belaying pin
    A sailor's improvised weapon, treated as a club.

Armor

  • Chain mail
    Worn over clothing; provides the armor used in the AC calculation.
  • Shield
    Equipped with the longsword; its AC benefit is included in the listed armor class.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    Contains a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Silk rope
    A length of silk rope suitable for shipboard work.
  • Lucky charm
    A small keepsake regarded as lucky by its owner.
  • Common clothes
    Ordinary travel and work clothes.

Purse

  • 10×
    Gold pieces
    Starting coin from the sailor background.

Appearance

Rhevren is a lean wood elf with warm brown skin, dark hair usually tied back with sail twine, and a weathered green wool coat over practical armor. They take up surprisingly little room in a crowded space, but stand with their weight settled forward on the balls of their feet, as if already adjusting to a deck's roll. Their hands are quick and precise, often busy with a loose cord or a buckle.

Mannerisms

Rhevren listens with their head slightly inclined, as though testing the wind. When waiting, they shift their weight forward and unconsciously find a handhold. They speak plainly, then pause to check whether the other person has understood.

Personality

Quietly alert and steady under pressure, Rhevren notices changes in wind, mood, and footing before most people do. They are generous with practical help, but uncomfortable with praise and reluctant to let anyone else take the first watch.

Ideals

Crew: survival at sea depends on everyone doing their share. A person who is struggling deserves help before judgment, and no one should be abandoned merely because the tide has turned.

Bonds

Rhevren keeps a small, carefully patched sailcloth square that belonged to their first ship's absent quartermaster, Oruva. They mean to return it in person, and will go out of their way to help sailors stranded far from home.

Flaws

Rhevren treats a promise made aboard ship as unbreakable, even when circumstances change. They also hide fear behind competence, and would rather take a needless risk than admit they do not know the right course.

Quirks

Ties tiny knots in spare cord while thinking, then unpicks them before leaving.
Checks the direction of the wind before making a difficult promise.
Keeps a quiet count of everyone aboard whenever a ship changes course.

Background

Rhevren grew up among the wooded headlands and tidal inlets of the coast, where their wood-elf kin watched the old paths inland and the fishing crews watched the weather offshore. They were never the strongest hand on a line, but they learned to move in the instant between a wave's rise and its fall. In time, they signed on with a small coaster whose berth was at Net-Menders' Reach, a harbor built where generations of net-makers had cleared the marsh.

“They were never the strongest hand on a line, but they learned to move in the instant between a wave's rise and its fall.”
From their backstory
Background
Sailor

Connections

Species

Wood Elf

Media

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