Qasrien Dajori
Qasrien Dajori
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Ranger's CompanionLevel 3
You can spend 1 minute creating a bond with a willing beast or beast companion. While within 1 mile of each other, you can communicate simple concepts, perceive through the beast's senses as an action, and have advantage on Wisdom (Animal Handling) checks concerning it. Qasrien's chosen companion is a white stoat named Sefra.
- Primeval AwarenessLevel 3
You can use an action to make a Wisdom (Perception) check to locate or identify hidden creatures. You can do so a number of times equal to your Wisdom modifier, regaining all uses after a long rest.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Hunter's Mark
When Bonus action
As a bonus action, he can cast this spell to mark a target, dealing an extra 1d6 damage whenever he hits it with a weapon attack and gaining advantage on checks to track it.
- Favored EnemyLevel 1
You can use a bonus action to expend one use of this feature to choose a favored enemy category. You have advantage on Wisdom (Survival) checks to track those creatures and on Intelligence checks to recall information about them. Chosen favored enemies: monstrosities, undead, and humanoids, specifically raiders and slavers.
Always on
- Sharpshooter Power Shot
When Before making a ranged weapon attack
When he hits a creature with a ranged weapon, he can choose to take a -5 penalty to the attack roll to gain +10 damage on that attack.
- Sharpshooter Precision
When When making a ranged weapon attack
When attacking at long range, Qasrien does not suffer disadvantage, and his ranged weapon attacks ignore half and three-quarters cover.
- Twin Winter Volley
When When taking the Attack action
He makes two longbow attacks, often firing the second arrow through the first arrow's drifting frost trail.
- Colossus Slayer
When When hitting a wounded creature with a weapon attack
Once per turn, he deals an extra 1d8 damage to a creature already missing hit points.
- Winter Familiar Bond
When After spending 1 minute bonding with his beast companion
He creates a spectral blue-white bond with Sefra, his white stoat companion, allowing simple communication and shared sensory awareness.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment, the arctic. While traveling for an hour or more in this terrain, difficult terrain does not slow your group's travel, your group cannot become lost except by magical means, you remain alert to danger even while engaged in another activity, you can move stealthily at a normal pace when traveling alone, and you find twice as much food while foraging.
- Fighting Style, ArcheryLevel 2
You adopt a particular style of fighting as your specialty. When you wield a ranged weapon, you gain a +2 bonus to damage rolls with it.
- SpellcastingLevel 2
You have learned to use the magical essence of nature to cast spells. Wisdom is your spellcasting ability for ranger spells.
- Hunter's Prey, Colossus SlayerLevel 3
Once on each of your turns, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage if the target is below its hit point maximum.
- Ability Score Improvement, SharpshooterLevel 4
You gain proficiency in Wisdom saving throws.
- TraitHalf-ElfDarkvision out to 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed
- TraitHalf-ElfMagic cannot put you to sleep
- TraitHalf-ElfTwo additional skill proficiencies
- TraitHalf-ElfOne additional language
- TraitHalf-ElfAbility Score Increase, +2 Charisma and +1 Dexterity and +1 Wisdom from the custom racial allocation used for this character
- WandererOutlander
He has an excellent memory for maps, terrain, weather patterns, and landmarks, and can find food and fresh water for himself and up to five other people each day, provided the land offers natural resources.
Spells
4 spellsSpellcasting. Qasrien Dajori casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- 2×ShortswordA matched pair of practical blades for close combat.
- LongbowA polished golden longbow with pale blue string and Quincy-inspired geometric limbs.
Armor
- Scale mailProtective medium armor made from overlapping lacquered plates, modified with white winter panels.
Tools
- StaffA balanced walking staff used for probing snow and testing ice.
Gear
- 20×ArrowsArrows suitable for the longbow.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Hunting trapA metal trap for catching small or medium beasts.
- Trophy from a slain animalA carved antler charm from a white elk that saved Qasrien during his first solo winter crossing.
- Traveler's clothesPlain but well-maintained travel clothing layered for severe cold.
Purse
- 10×Gold piecesCoin kept in a stitched inner pocket.
Appearance
A young half-elf man with warm olive-tan skin, short voluminous curly dark brown hair tipped with icy frost, and luminous light brown eyes. He has a broad, grounded presence and stands with deliberate stillness, as though conserving warmth and energy. His crisp, high-collared white coat has sharp tailored lines, silver buttons, and pale sky-blue trim over dark trousers and sleek snow boots. A pair of spectral, frosty-blue ethereal wings drift behind him like suspended auroras. He carries a polished golden longbow whose limbs resemble carved winter branches.
Mannerisms
Qasrien speaks softly but occupies space with unusual certainty, standing perfectly straight and making direct eye contact. He pauses before answering questions, as if checking the wind. When thinking, he brushes frost from his hair even indoors. He never sits with his back to a door and instinctively positions himself between companions and open snow.
Personality
Measured, observant, and quietly protective. Qasrien has the patience to watch a mountain pass for hours, but little patience for wasteful bravado. He is unexpectedly fond of warm kitchens, elaborate tailoring, and listening to travelers describe places he has never seen. He offers practical help before emotional comfort, then remains nearby until the problem is truly solved.
Ideals
No one should disappear simply because the world is cold, remote, or indifferent. A life found is a promise kept.
Bonds
He carries a small brass route-marker taken from the expedition that vanished in the White Expanse. He intends to find every missing traveler and return their names to their families, even if the trail takes him beyond the edge of every map.
Flaws
He treats every uncertain situation as a survival problem and can become controlling when others refuse his carefully calculated precautions. Beneath his calm competence is a deep fear that people only value him when he is useful, so he keeps moving rather than risk being known.
Quirks
Background
Qasrien Dajori was born where the high cedar roads descend into the salt markets, the son of an elven winter guide and a human courier from the southern caravan routes. His mixed heritage made him a natural intermediary between settlements that rarely trusted one another, but it was the mountains that truly claimed him. As a child, he learned to read wind-carved snow, identify distant movement by the rhythm of falling powder, and sleep beneath a cloak while keeping one hand on a bowstring.
- Background
- Outlander
Connections
Species
Half-Elf
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