Seabass the Ranger
Seabass the Ranger
Sheet
AC 14 · HP 52 · 45 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Hunter's Shot
When As an action, usually with the Attack action
Make a ranged weapon attack using a longbow or a thrown weapon.
- Twin Ambush
When When taking the Attack action
Make two weapon attacks when taking the Attack action.
- Hunter's Mark
When As a bonus action when concentrating on the spell
Mark a visible creature as your quarry and pursue it through difficult terrain and hostile territory.
- Colossus Slayer
When When you hit a wounded creature with a weapon attack
Deal an extra 1d8 damage once per turn against a creature that is missing Hit Points.
- Favored EnemyLevel 1
You always have Hunter's Mark prepared. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier, currently zero, and you regain all expended uses when you finish a Long Rest. You also have Advantage on Wisdom (Perception) checks to find creatures marked by the spell.
- Deft ExplorerLevel 1
You gain expertise in Stealth. You also learn two languages of your choice, represented here by Thieves' Cant and Sylvan.
- Fighting Style: ArcheryLevel 2
You adopt a Fighting Style. Your chosen style is Archery, granting a +2 bonus to attack rolls you make with ranged weapons.
- SpellcastingLevel 2
You can cast Ranger spells using Wisdom as your spellcasting ability. You can use a Druidic focus as a spellcasting focus for your Ranger spells.
- Ranger Subclass: HunterLevel 3
You gain the Hunter subclass and its subclass features.
- Hunter's PreyLevel 3
When you finish a Long Rest, you can replace one prepared Ranger spell with another Ranger spell for which you have spell slots.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement. Your ability scores are already presented after all selected increases.
- RovingLevel 6
Your Speed increases by 10 feet while you are not wearing Heavy armor.
- Hunter's Prey: Colossus SlayerLevel 3
You can choose Colossus Slayer. Once per turn, when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage if the creature is missing any of its Hit Points.
- Hunter's LoreLevel 3
You gain Hunter's Lore. You can call on the forces of nature to learn whether a creature you can see has any Immunities, Resistances, or Vulnerabilities, and if so, what they are.
- DarkvisionElfYou have Darkvision with a range of 60 feet.
- Elven Lineage, Wood ElfElfYour Speed is 35 feet. You know the Druidcraft cantrip. You can also cast Longstrider without a spell slot once per Long Rest.
- Fey AncestryElfYou have Advantage on saving throws you make to avoid or end the Charmed condition.
- TranceElfYou do not need to sleep, and magic cannot put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation.
- Keen SensesElfYou have proficiency in the Perception skill.
- Criminal ContactCriminal
Seabass has an established criminal contact who can provide information about local underworld activity, illicit opportunities, and dangerous people, though favors and discretion are expected in return.
Spells
6 spellsSpellcasting. Seabass the Ranger casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- 2×ShortswordA versatile one-handed martial blade.
- LongbowA martial ranged weapon suitable for hunting and ambushes.
Armor
- Studded Leather ArmorLight armor made from cured animal hide and reinforced leather.
Tools
- CrowbarA metal bar useful for prying doors, crates, and locks.
- Thieves' ToolsThe tools required to pick locks and disable mundane traps.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's PackA pack containing practical adventuring supplies such as a bedroll, mess kit, tinderbox, torches, rations, and rope.
- Dark Common ClothesA set of plain dark clothing used for blending into alleys and night streets.
- Belt PouchA pouch containing the criminal's starting funds.
- Gaming SetA gaming set used for gambling, deception, and maintaining underworld contacts.
Purse
- 15×Gold PiecesSeabass's remaining starting currency.
Appearance
Seabass is a lean male Wood Elf with weathered bronze skin, sharp green eyes, and long dark-brown hair tied with bits of blue cord and crow feathers. His left ear bears a small silver ring, and an old knife scar crosses his right eyebrow. He wears practical studded leather beneath a moss-green cloak, with a longbow across his back and two shortswords at his hips.
Mannerisms
Seabass constantly checks exits, counts windows, and taps two fingers against his bow whenever someone lies. He never sits with his back to a door, and he addresses unfamiliar animals as if they were old colleagues.
Personality
Seabass is quick-witted, suspicious, and theatrically casual when danger is near. He enjoys clever scams, dry jokes, and pretending that every successful plan was improvised. Beneath his criminal habits, he is observant and protective, especially toward outcasts, fugitives, and people being exploited by the powerful.
Ideals
Freedom. No law, lord, collector, or criminal syndicate has the right to own another person's choices.
Bonds
The stolen elven heirloom is hidden somewhere only Seabass can reach. He will risk anything to return it to the forest shrine from which it was taken.
Flaws
He assumes every favor has a hidden price and often betrays allies preemptively rather than risk being betrayed first.
Quirks
Background
Seabass was raised among the deep green paths of an ancient Wood Elf forest, but he was never content to remain within its borders. He learned the trails, animal calls, and hidden ways of the wilderness, then discovered that the same talents made him an excellent smuggler. For years, he guided contraband through woodland borders, carrying stolen relics, forged documents, and occasionally people who needed to disappear. His criminal name came from the absurd blue fish tattoo he acquired during a botched river heist, a mark that earned him the nickname Seabass and eventually replaced his birth name entirely. His luck ended when a wealthy collector hired him to steal an elven heirloom from a ruined shrine. Seabass delivered the relic, only to learn that the collector intended to use it to identify and exploit hidden woodland settlements. Seabass betrayed the collector, destroyed the buyer's records, and vanished into the wild with the heirloom. Now he hunts those who prey upon isolated communities, using his knowledge of criminal networks to find them and his ranger training to make sure they never see him coming. He still accepts questionable jobs, but he is far more selective about who benefits from them.
“He learned the trails, animal calls, and hidden ways of the wilderness, then discovered that the same talents made him an excellent smuggler.”
- Background
- Criminal
Connections
Species
Elf
Media
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