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Brisca Gwelm - AI-generated fantasy Character

Brisca Gwelm

Human · Ranger (Hunter) · Level 10 · Outlander

Brisca Gwelm

Quietly observant and stubbornly dependable, Brisca treats every journey as a problem of preparation, weather, and patience.
AC16
HP84/84
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 84 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge34 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, horn

Languages

Common,
Dwarvish,
Draconic,
Orcish

Features

25 features

Action

  • Extra AttackLevel 5

    You gain an additional attack whenever you take the Attack action on your turn.

Reaction

  • Escape the Horde

    When When subjected to a Dexterity saving throw for half damage

    Use a reaction to take no damage on a successful Dexterity save for half damage, or half damage on a failed save.

  • Multiattack Defense

    When When a creature hits you with an attack

    Gain a +4 AC bonus against all subsequent attacks from a creature that has hit you this turn.

  • Hunter's Defensive Tactics, Escape the HordeLevel 3

    When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you can use your reaction to take no damage on a successful save and half damage on a failed save.

Always on

  • Land's StrideLevel 8

    When While moving through natural terrain

    Move through nonmagical difficult terrain without extra movement and pass through nonmagical plants without being slowed or damaged.

  • Colossus Slayer

    When When hitting a wounded creature with a weapon attack

    Deal an extra 1d8 weapon damage once per turn when hitting a creature below its hit point maximum.

  • Favored EnemyLevel 1

    You have a favored enemy category, beasts and monstrosities. You have advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. You also learn one language associated with your favored enemies, Draconic.

  • Natural ExplorerLevel 1

    You are particularly familiar with forest and mountain terrain. When traveling for an hour or more in these terrains, you gain the benefits of exceptional travel, including ignoring nonmagical difficult terrain, avoiding getting lost except by magic, remaining alert to danger, and finding twice as much food while foraging.

  • Fighting StyleLevel 2

    You adopt Archery as your fighting style, gaining a +2 bonus to attack rolls you make with ranged weapons.

  • SpellcastingLevel 2

    You gain the ability to cast ranger spells, using Wisdom as your spellcasting ability.

  • Hunter's Prey, Colossus SlayerLevel 3

    When you hit a creature with a weapon attack, you can deal an extra 1d8 damage if it is below its hit point maximum. You can deal this extra damage once per turn.

  • Favored Enemy ImprovementLevel 6

    You gain an additional favored enemy category, humanoids. You learn one language associated with it, Orcish.

  • Natural Explorer ImprovementLevel 6

    You become adept at moving through the wilderness. You gain familiarity with swamp terrain in addition to your existing favored terrains.

  • Hide in Plain SightLevel 10

    You can spend 1 minute camouflaging yourself. While remaining still and against a suitable surface, you gain a +10 bonus to Dexterity (Stealth) checks until you move or take an action or reaction.

  • Primeval AwarenessLevel 3

    You can expend a use of this feature and spend 1 minute attuning your senses to the region around you. You can detect whether certain creature types are present within 1 mile, or up to 6 miles in favored terrain, though you do not learn their exact location or number.

  • Ability Score ImprovementLevel 4

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. You increased Strength by 2.

  • Ability Score ImprovementLevel 8

    You can choose one ability score to increase by 2, or two ability scores to increase by 1. You increased Constitution by 2.

  • Hunter's Defensive Tactics, Multiattack DefenseLevel 7

    When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Ability Score IncreaseHumanYour Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and commonly live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanMedium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • WandererOutlander

    You have an excellent memory for maps and geography, and can recall the general layout of terrain, settlements, and natural features. You can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.

Spells

6 spells

Spellcasting. Brisca Gwelm casts with Wisdom (spell save DC 12, to hit with spell attacks).

1st level (4 slots): , ,

2nd level (2 slots): , ,

3rd level (2 slots): no spells

Gear

11 items

Weapons

  • 2×
    Shortsword
    Martial melee weapon, 1d6 piercing damage, finesse, light.
  • Longbow
    Martial ranged weapon, range 150/600, 1d8 piercing damage, ammunition, heavy, two-handed.

Armor

  • Scale mail
    Medium armor made of overlapping metal scales. Armor Class 14 plus Dexterity modifier, maximum +2. Wearing it imposes disadvantage on Dexterity (Stealth) checks.

Tools

  • Hunting trap
    A metal trap suitable for catching beasts or restraining a creature that steps on its pressure plate.
  • Horn
    A small hunting horn used for signaling across valleys.

Gear

  • 20×
    Arrow
    Ammunition for the longbow.
  • Explorer's pack
    A kit containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Staff
    A stout walking staff used for crossing streams and testing uncertain ground.
  • Trophy from a slain animal
    The preserved claw of a mountain lynx, taken during Brisca's first solo hunt.
  • Traveler's clothes
    Rugged travel clothes suitable for long journeys.

Purse

  • 10×
    Gold pieces
    Coin carried in a plain leather pouch.

Appearance

A broad-shouldered human woman with weather-browned skin, cropped dark hair, and a narrow scar crossing her left eyebrow. Her gray-green eyes are constantly measuring distance, weather, and escape routes. She wears well-maintained scale mail beneath a mottled green travel cloak, with a longbow wrapped in oilskin across her back. A small carved horn hangs at her throat, and her hands are marked by bowstring calluses, old burns, and years of hard travel.

Mannerisms

Brisca pauses before entering any room to identify the exits, tests unfamiliar water with the tip of her knife, and speaks in short practical sentences. When thinking, she rubs the blue cord at her throat between thumb and forefinger.

Personality

Quietly observant and stubbornly dependable, Brisca treats every journey as a problem of preparation, weather, and patience. She is more comfortable beside a campfire with strangers than in a crowded hall with acquaintances. Her humor is dry, usually arriving several minutes after the joke.

Ideals

No one owns the road. Every traveler deserves a fair chance to reach the other side, and those strong enough to help have a duty to do so.

Bonds

I will find the truth about my father's disappearance, even if the trail leads beyond the maps of civilized lands.

Flaws

I become reckless when someone suggests abandoning a lost traveler, and I would rather endanger myself than admit I have reached the limit of what I can do.

Quirks

Keeps a private tally of bridges crossed and never crosses one without touching the railing first.
Names every campfire before putting it out.
Collects blue thread from abandoned camps and ties it to her bow grip.
Can identify several birds by their alarm calls but is terrible at recognizing popular songs.
Sleeps with one hand resting on her boots, even indoors.

Background

Brisca Gwelm was born in a river town where human ferrymen, miners, and traders met beneath rain-dark hills. Her father disappeared during a winter crossing, leaving behind only a snapped oar and a length of blue cord caught on a thorn bush. Brisca grew up refusing to accept that the mountains had simply taken him. She learned the old paths from shepherds, the habits of wolves from a retired gamekeeper, and the patience of a bow from years spent watching narrow passes for bandits and worse things. By adulthood, Brisca had become the person villages called when caravans failed to arrive or children vanished near the tree line. She traveled farther than any ordinary scout, sleeping beneath rock shelves and reading weather from the taste of the wind. During one search, she found her father's blue cord tied to a ruined watchpost, decades after his disappearance. The discovery gave her no answers, only a direction. Now she ranges between settlements, protecting travelers, hunting predators that have learned to hunt people, and quietly gathering every fragment of news about the vanished expedition that may have taken her father.

“Her father disappeared during a winter crossing, leaving behind only a snapped oar and a length of blue cord caught on a thorn bush.”
From their backstory
Background
Outlander

Connections

Species

Human

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