Indigo
Indigo
Sheet
AC 11 · HP 10 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureWIS
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Hunter's Mark
When As a Bonus Action when tracking or attacking a chosen target
As a Bonus Action, mark a creature Indigo can see within range. Until the spell ends, she deals an extra 1d6 Force damage to the target whenever she hits it with an attack, and she has Advantage on Wisdom or Survival checks to find it. Concentration, up to 1 hour.
Always on
- Breath Weapon
When When Indigo takes the Attack action
Replace one attack during the Attack action with a 15-foot cone or 30-foot line of magical energy. Creatures in the area make a DC 9 Dexterity saving throw, taking 1d10 poison damage on a failure or half damage on a success. Indigo can use this feature twice per Long Rest.
- Find Familiar
When After casting the spell or performing the required ritual
Indigo can summon a familiar in the form of a small spectral forest creature, such as an owl, fox, or pine marten.
- SpellcastingLevel 1
Indigo can cast Ranger spells. Wisdom is her spellcasting ability. She has two 1st-level spell slots and can prepare two Ranger spells after each Long Rest. Hunter's Mark is always prepared through Favored Enemy and does not count against her prepared spells.
- Favored EnemyLevel 1
Indigo always has Hunter's Mark prepared. She can cast it twice without expending a spell slot, regaining those free uses when she finishes a Long Rest.
- Weapon MasteryLevel 1
Indigo can use the mastery properties of two proficient weapon types. She currently uses Nick with her scimitar and Slow with her longbow. She can change these choices after a Long Rest.
- TraitDragonbornDraconic Ancestry, Indigo has chosen Green ancestry, determining poison damage for her Breath Weapon and her Damage Resistance.
- TraitDragonbornBreath Weapon, Indigo can replace one attack during the Attack action with a 15-foot cone or 30-foot line of magical poison energy. It deals 1d10 poison damage, requires a DC 9 Dexterity saving throw, and can be used twice per Long Rest.
- TraitDragonbornDamage Resistance, Indigo has Resistance to poison damage.
- TraitDragonbornDarkvision, Indigo can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light. She cannot discern color in darkness.
- TraitDragonbornDraconic Flight, unavailable until character level 5.
- Magic Initiate (Wizard)Sage
Indigo has the Magic Initiate origin feat from her Sage background. She knows the Mage Hand and Minor Illusion cantrips from the Wizard spell list, using Wisdom as her spellcasting ability for these spells. She always has Find Familiar prepared, can cast it once without a spell slot after each Long Rest, and can also cast it with spell slots.
Spells
6 spellsSpellcasting. Indigo casts with Wisdom (spell save DC 9, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , ,
Gear
13 itemsWeapons
- ScimitarFinesse and Light weapon, 1d6 slashing damage, using the Nick mastery property.
- ShortswordFinesse and Light weapon, 1d6 piercing damage.
- LongbowAmmunition, Heavy, and Two-Handed weapon, 1d8 piercing damage, using the Slow mastery property.
Armor
- Studded Leather ArmorStudded leather armor, providing AC 12 plus Dexterity modifier.
Tools
- Calligrapher's SuppliesUsed for copying maps, recording observations, and maintaining field journals.
Gear
- 20×ArrowsAmmunition for the longbow.
- QuiverContainer for carrying arrows.
- Druidic Focus, Sprig of MistletoeA sprig of mistletoe used as a Druidic Focus for Ranger spellcasting.
- Explorer's PackA pack containing common wilderness and travel supplies.
- Book, HistoryA historical book from the Kalin Clan library.
- 8×ParchmentEight sheets for maps, notes, and coded reports.
- RobeSimple scholarly clothing from her monastery years.
Purse
- 15×Gold PiecesSpending money remaining from her starting equipment.
Appearance
Indigo is a tall, lean dragonborn woman with deep violet-blue scales, pale silver eyes, and swept-back horns marked with faint white bands from years of monastery training. She wears well-maintained studded leather beneath a weather-stained green cloak, carries a longbow across her back, and keeps two blades at her hip. Small ink stains mark her claws and fingertips, reminders of her years copying texts and maps for the Kalin Clan.
Mannerisms
Indigo pauses before answering difficult questions, closes her eyes, and takes three measured breaths as she was taught by the Kalin monks. She speaks in a calm, precise tone, rarely raises her voice, and instinctively positions herself between companions and possible danger.
Personality
Indigo is quiet, observant, and deeply considerate. She prefers listening to boasting, careful preparation to improvisation, and written records to unreliable memory. Her monk upbringing gives her a patient exterior, but threats against civilians bring out a fierce, almost startling intensity. She is fascinated by unfamiliar magic and will politely ask an enemy mage to explain a spell immediately after trying to stop it.
Ideals
Protection. Law exists to shelter the vulnerable, not to glorify those who enforce it. Indigo will obey a just order, but she will stand against any authority that abandons innocent people.
Bonds
The Kalin Clan gave Indigo a life when the wilderness could have taken it from her. She will defend the monks and their teachings, even when doing so requires returning to the place she once called home. She is also sworn to protect the villages along the Highfork River and keeps a hand-drawn map of every settlement under her watch.
Flaws
Indigo mistakes hesitation for moral failure and can be harsh with herself after even a minor mistake. She is suspicious of charming strangers, quick to assume that hidden knowledge is dangerous, and has difficulty admitting when she is physically exhausted or out of her depth.
Quirks
Background
Indigo was found as an egg-shaped bundle of torn blankets in the woods near the training grounds of the Kalin Clan. The monks discovered no tracks leading to her, only a ring of scorched leaves and a single strip of blue cloth. They raised her as one of their own, teaching her discipline, meditation, reading, and the difference between righteous protection and simple vengeance. Indigo spent her childhood copying manuscripts, tending herb gardens, and observing the movements of birds and deer during the clan's silent dawn exercises. Her curious mind absorbed fragments of arcane theory from the monastery library, though she never became a formal wizard. Instead, she learned to treat magic as another form of careful attention. At seventeen, Indigo left the Kalin Clan with their blessing and traveled north to join the Rangers of the Vesve Forest. She found her place along the Highfork River, where villages needed someone who could read a raider's trail, recognize a poisoned water source, and stand between frightened families and violence. Her training is still incomplete, and her poor physical conditioning sometimes leaves her struggling with burdens that stronger warriors would carry easily. Even so, Indigo is relentless in the field. She studies every broken branch and unfamiliar footprint, records what she learns in neat calligraphy, and believes that wisdom is only valuable when it is used to defend those who cannot defend themselves.
“The monks discovered no tracks leading to her, only a ring of scorched leaves and a single strip of blue cloth.”
- Background
- Sage
Connections
Species
Dragonborn
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