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Nova - AI-generated fantasy Character

Nova

Human · Ranger (Gloom Stalker Ranger 11 / Scout Rogue 7) · Level 18 · Soldier

Nova

Quiet, analytical, and relentlessly efficient, Nova values competence above charm and preparation above optimism.
AC15
HP177/177
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 177 · 30 ft.
AlignmentLawful NeutralGenderFemaleAgeLate twenties
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Handguns and submachine guns, campaign firearm rules,
Daggers,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
Longbows,
Shortbows,
Shields

Tools

Thieves' tools,
Gaming set, dice

Languages

Common,
Draconic

Features

29 features

Action

  • Precision Assault

    When When Nova takes the Attack action

    Nova makes two attacks with a weapon. During her first turn in combat, Dread Ambusher can grant one additional attack and extra 1d8 damage.

  • Primeval AwarenessLevel 3

    Nova can use an action and a use of her ranger magic to communicate with beasts and sense their emotional state and needs. This feature also allows limited awareness of nearby plants and animals.

Bonus action

  • Cunning ActionLevel 1

    When On Nova's turn

    Nova can Dash, Disengage, or Hide as a bonus action.

  • Hunter's Mark

    When When Nova chooses a creature she can see

    Nova marks a target to improve her damage and tracking against it.

  • Ranger's Quarry, Hunter's MarkLevel 2

    Nova can use a bonus action to mark a creature as her quarry, gaining extra damage against it and advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it. She can maintain concentration on this effect for up to 1 hour.

Reaction

  • Skirmisher's Withdrawal

    When When a hostile creature ends its turn within 5 feet of Nova

    Nova moves up to half her speed without provoking opportunity attacks.

  • Uncanny DodgeLevel 5

    When When an attack hits Nova

    Nova uses her reaction to halve the damage from one attack that hits her.

  • SkirmisherLevel 3

    Nova can use a reaction when an enemy ends its turn within 5 feet of her to move up to half her speed without provoking opportunity attacks.

Always on

  • Ranger SpellcastingLevel 1

    Nova gains proficiency with light armor, medium armor, shields, simple weapons, martial weapons, and the ranger skill list. She can cast ranger spells using Wisdom.

  • Favored EnemyLevel 1

    Nova has advantage on Wisdom (Survival) checks to track favored enemies and on Intelligence checks to recall information about them. Her favored enemies are humanoids and aberrations.

  • Natural ExplorerLevel 1

    Nova is particularly familiar with one type of natural environment, the urban environment, and is adept at traveling, tracking, and gathering information there. She also gains additional benefits when traveling through difficult terrain and when foraging or navigating.

  • Fighting Style, ArcheryLevel 2

    Nova gains a fighting style. She has selected Archery, gaining a +2 bonus to attack rolls with ranged weapons.

  • Extra AttackLevel 5

    Nova can make one additional attack whenever she takes the Attack action.

  • Dread AmbusherLevel 3

    Nova has advantage on initiative rolls. At the start of her first turn in combat, her walking speed increases by 10 feet, and if she takes the Attack action during that turn, she can make one additional weapon attack as part of that action. The additional attack deals an extra 1d8 weapon damage on a hit.

  • Umbral SightLevel 3

    Nova gains darkvision out to 60 feet, or an additional 30 feet if she already has darkvision. While in darkness, she is invisible to any creature relying on darkvision to see her.

  • Land's StrideLevel 8

    Nova can pass through nonmagical difficult terrain without extra movement and can move through nonmagical plants without being slowed or damaged by them. She also has advantage on saving throws against magically created or manipulated plants.

  • Hide in Plain SightLevel 10

    Nova can spend 1 minute camouflaging herself. While she remains still against a suitable surface, she gains a +10 bonus to Dexterity (Stealth) checks, provided she wears no armor or only light armor.

  • Stalker's FlurryLevel 11

    When Nova misses with a weapon attack while in combat, she can make another weapon attack against a different target as part of the same action.

  • Rogue Multiclass TrainingLevel 1

    Nova gains proficiency with light armor, one skill, and thieves' tools through her rogue training. Her additional rogue skill is Acrobatics.

  • Sneak Attack, 4d6Level 1

    Once per turn, Nova deals an extra 4d6 damage when she hits with a finesse or ranged weapon attack while having advantage, or when an eligible ally is adjacent to the target.

  • ExpertiseLevel 1

    Nova has expertise in Stealth and Perception, doubling her proficiency bonus for those skills.

  • SurvivalistLevel 3

    Nova gains expertise in Nature and Survival, doubling her proficiency bonus for those skills. She also gains proficiency in the language of her choice, Draconic.

  • EvasionLevel 7

    When Nova is subjected to an effect that allows a Dexterity saving throw for half damage, she instead takes no damage on a success and half damage on a failure.

  • Ability Score IncreaseHumanEach ability score increases by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one additional language.
  • Versatile TrainingHumanHuman flexibility allows Nova to adapt to military, urban, and covert environments.
  • Military RankSoldier

    Nova retains the respect and recognition of soldiers, mercenaries, and military organizations. She can identify military installations, ranks, insignia, and protocols, and can secure basic aid and temporary shelter from sympathetic members of armed forces.

Spells

10 spells

Spellcasting. Nova casts with Wisdom (spell save DC 18, to hit with spell attacks).

Cantrips (at will):

1st level (4 slots): , , , , ,

2nd level (3 slots): ,

3rd level (2 slots):

Gear

11 items

Weapons

  • Modern precision rifle
    A long firearm used as a martial ranged weapon, mechanically treated as a longbow for 2014 rules.
  • Suppressed submachine gun
    A compact suppressed submachine gun, mechanically treated as a hand crossbow for 2014 rules, subject to the campaign's modern firearm rules.
  • 2×
    Compact pistols
    Two compact pistols, mechanically treated as hand crossbows for 2014 rules, subject to the campaign's modern firearm rules.
  • 2×
    Throwing knives
    A pair of throwing knives, mechanically treated as daggers.
  • Combat knife
    A backup melee weapon, mechanically treated as a shortsword.

Armor

  • Leather armor
    A reinforced field uniform suitable for light armor, represented mechanically as leather armor.

Gear

  • Burglar's pack
    A burglar's pack containing a backpack, 1,000 ball bearings, 10 feet of string, a bell, five candles, a crowbar, a hammer, 10 pitons, a hooded lantern, two flasks of oil, five days of rations, tinderbox, and waterskin.
  • Dungeoneer's pack
    A dungeoneer's pack containing a backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, and waterskin.
  • Tactical vest and field kit
    A modular tactical vest containing lockpicks, a compact medical kit, surveillance tools, ammunition, and field supplies.
  • Covert operations kit
    A compact camera, wire garrote, spare magazines, cleaning kit, and concealed utility tools.
  • Military service effects
    A pouch containing 10 gp worth of mixed currency and identification tokens from Nova's former military service.

Appearance

Nova is a human woman in her late twenties with a lean, athletic build shaped by years of covert operations, fieldcraft, and survival training. Her fair skin bears faint scars across her collarbone and forearm. She has sharp features, high cheekbones, a straight nose, pale winter-blue eyes, and a chin-length asymmetrical blonde bob kept neat and clear of her face. In casual settings she wears a fitted black tank top, dark gray cargo pants, scuffed black leather boots, and a single plain steel stud in her left ear. Her tactical gear consists of a matte black sound-dampening bodysuit, flexible armor plating, a charcoal modular vest, dexterous black gloves, silent-soled boots, lockpicks, medical supplies, surveillance tools, throwing knives, a concealed wire garrote, two compact pistols, and a suppressed submachine gun.

Mannerisms

Nova speaks in short, precise sentences and rarely repeats herself. She automatically chooses seats with a view of every entrance, checks reflective surfaces when entering a room, and pauses for one silent breath before making a difficult decision.

Personality

Quiet, analytical, and relentlessly efficient, Nova values competence above charm and preparation above optimism. She is not needlessly cruel, but she is willing to make hard decisions without seeking approval. Beneath her controlled exterior is a guarded loyalty that becomes absolute once someone proves dependable.

Ideals

Competence. Survival belongs to those willing to prepare, adapt, and act when hesitation would destroy them. Loyalty is not a promise, it is what someone does when there is no advantage in doing it.

Bonds

The people who helped Nova survive captivity are still alive somewhere, and she will find them, even if doing so requires dismantling the organization that abandoned them.

Flaws

Nova assumes every kindness has a hidden price. She has difficulty accepting help, refuses to show physical weakness, and can become ruthlessly controlling when a plan begins to fail. Her patience for incompetence is nearly nonexistent, and she sometimes treats allies like assets until reminded that they are people.

Quirks

Counts exits and cameras whenever she enters a room.
Cleans and checks every weapon before sleeping.
Keeps a handwritten list of people who have earned her trust.
Never sits with her back to a door.
Touches the steel stud in her left ear when recalling captivity.

Background

Nova was recruited into a covert intelligence agency while still young, after demonstrating an unusual talent for observation, navigation, and remaining calm under pressure. Her assignments took her from urban reconnaissance to wilderness tracking, where she learned to read a room, a footprint, and a battlefield with equal precision. She earned the trust of soldiers through action rather than speeches, and her quiet competence eventually led to a place among specialist reconnaissance teams. The agency called her a ranger because she could move through any environment unseen, while her comrades called her a scout because she always returned with the information everyone else had missed. During a deep-cover operation, Nova was captured and held for six months in a black-site prison. Interrogation broke bones, scarred skin, and erased the life she had known, but it never broke her ability to think. She escaped by turning the facility's routines, blind spots, and personnel against one another. Afterward, she vanished from the agency and entered the Stalker program, where her skills in infiltration, long-range observation, silent movement, and precision attacks were refined into something almost supernatural. As a Gloom Stalker, Nova is most at home in darkness and confusion. As a Scout, she is always preparing the route out, the alternate angle, and the contingency no one else considered.

“During a deep-cover operation, Nova was captured and held for six months in a black-site prison.”
From their backstory
Background
Soldier

Connections

Species

Human

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