Merrit Orbel
Merrit Orbel
Sheet
AC 14 · HP 12 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- CampingCON
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Favored Enemy: DragonsLevel 1
Merrit has significant experience studying dragons. She has advantage on Wisdom (Survival) checks to track dragons and on Intelligence checks to recall information about them. She also knows Draconic.
- Natural Explorer: ForestLevel 1
Merrit is particularly familiar with forest terrain. When traveling for an hour or more in a forest, she gains benefits including doubled travel pace, remaining alert to danger, stealth while moving at a normal pace, finding twice as much food, and learning the exact number, sizes, and travel times of groups passing through the area.
- LuckyStout HalflingWhen Merrit rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
- BraveStout HalflingMerrit has advantage on saving throws against being frightened.
- Halfling NimblenessStout HalflingMerrit can move through the space of any creature that is of a size larger than hers.
- Stout ResilienceStout HalflingMerrit has advantage on saving throws against poison and resistance against poison damage.
- SmallStout HalflingMerrit is a Small creature.
- SpeedStout HalflingMerrit's walking speed is 25 feet.
- WandererOutlander
Merrit has an excellent memory for maps, trails, and landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers berries, game, or natural water sources.
Gear
11 itemsWeapons
- 2×ShortswordA balanced one-handed blade with a leaf-shaped steel head
- LongbowA hunting bow sized for a halfling, with a waxed string
Armor
- Leather armorSupple, weathered leather armor reinforced with stitched bark panels
Tools
- Musical instrumentA small tin whistle inherited from Merrit's older brother
Gear
- 20×ArrowsA bundle of twenty arrows in a leather quiver
- Explorer's packA sturdy pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope
- StaffA gnarled walking staff used for hiking, cooking support, and dramatically pointing at suspicious tracks
- Hunting trapA collapsible iron trap for catching small or medium creatures
- Trophy from a slain beastA charred red dragon scale wrapped in oilcloth
- Traveler's clothesPractical traveling clothes with many repaired pockets
Purse
- 10×Gold piecesLoose coin kept in a stitched leather pouch
Appearance
Merrit is a sturdy stout halfling with weather-browned skin, bright hazel eyes, and thick chestnut curls usually tied beneath a patched green cap. A pale scar crosses her left eyebrow, and a small brass cooking pot hangs from her belt beside a dragon-scale fragment wrapped in oilcloth. She wears well-maintained leather armor beneath a moss-colored travel cloak, with mud on her boots and an ever-present grin that grows wider whenever danger appears.
Mannerisms
Merrit labels every campsite with a tiny flag, narrates dangerous moments as though giving a tour, and greets frightening creatures with the phrase, "Well, this is an exciting little outing." She whistles while cleaning her weapons and taps her cooking spoon against her shieldless belt whenever she is thinking.
Personality
Cheerful, practical, and almost aggressively hospitable, Merrit assumes every stranger is a potential traveling companion until they prove otherwise. She is fascinated by wilderness inconveniences and describes rainstorms, monster attacks, and near-death experiences with the delighted tone of someone reviewing a campsite. Her optimism is genuine, but it is also the tool she uses to keep grief from taking control of her.
Ideals
No one should lose their home to a monster while everyone else calls it inevitable. If danger comes, meet it with preparation, courage, and enough stew for the whole camp.
Bonds
The surviving people of Dapplemere are her family, and she will never allow the dragon that destroyed their home to harm another village unchallenged. She carries a charred cooking spoon from the village communal kitchen and intends to return it when she rebuilds the first new hearth.
Flaws
Merrit treats caution as a kind of pessimism and often makes cheerful plans before checking whether the danger is survivable. She cannot resist investigating fresh dragon signs, even when stealth or retreat would be wiser. When frightened, she talks faster, cooks something, or volunteers someone else to hold the rope.
Quirks
Background
Merrit Orbel grew up in Dapplemere, a halfling village built among old orchard terraces and low stone hills. Her family made excellent trail food, and Merrit learned early that a good campfire could turn any frightening night into a story worth telling. That belief was tested when a red dragon descended on Dapplemere, burning the orchards, collapsing the burrows, and carrying away half the village in a storm of smoke and screaming wings. Merrit survived beneath an overturned cider cart, clutching a soup ladle like a sword. By dawn, she had lost nearly everyone she loved, but she had also found three blackened scales in the ashes. She became an outlander and ranger by necessity, learning to read claw marks, wind patterns, and the smell of scorched stone. She travels from wilderness camp to wilderness camp, cheerfully treating ambushes, cursed ruins, and dragon spoor as opportunities to test a new recipe or improve her bedroll technique. Beneath that sunny enthusiasm is a patient, relentless hunt. Merrit is following the dragon that destroyed Dapplemere, though she refuses to speak of revenge. She calls it "the longest camping trip of my life," and keeps a careful journal of every sighting, rumor, and suspiciously warm patch of earth.
“Her family made excellent trail food, and Merrit learned early that a good campfire could turn any frightening night into a story worth telling.”
- Background
- Outlander
Connections
Species
Stout Halfling
Media
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