Skip to content
CreatePricing
Seabass the Ranger - AI-generated fantasy Character

Seabass the Ranger

Elf · Ranger (Hunter) · Level 6 · Criminal

Seabass the Ranger

Seabass is watchful, dryly funny, and unexpectedly gentle with frightened people and injured animals.
AC13
HP62/62
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 62 · 35 ft.
AlignmentChaotic GoodGenderMaleAge125 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
One gaming set

Languages

Common,
Elvish,
Goblin,
Thieves' Cant

Features

18 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Always on

  • Hunter's Mark

    When When you choose a creature you can see within range, or when the current target drops to 0 hit points.

    Mark a creature as your Favored Enemy and deal extra damage to it while maintaining concentration on Hunter's Mark.

  • Twin Strike

    When When taking the Attack action.

    Make two weapon attacks when taking the Attack action.

  • Colossus Slayer

    When When you hit a wounded creature with a weapon attack.

    Deal an extra 1d8 weapon damage once per turn against a target that is below its hit point maximum.

  • Weapon MasteryLevel 1

    When When you hit with a mastered weapon.

    Use longbow Slow, shortsword Vex, or scimitar Nick when making an attack with the appropriate mastered weapon.

  • Favored EnemyLevel 1

    You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended free uses when you finish a Long Rest. You can also mark a creature without using a spell slot through the spell's normal features.

  • Deft ExplorerLevel 1

    You gain expertise in one skill you are proficient with, chosen as Stealth. You also learn two additional languages, Thieves' Cant and Elvish is already known through your species, so your additional language is Goblin. You can also move through nonmagical difficult terrain without expending extra movement and pass through nonmagical plants without being slowed by them.

  • SpellcastingLevel 1

    You can cast Ranger spells using Wisdom as your spellcasting ability. You have four 1st-level spell slots and two 2nd-level spell slots.

  • Fighting StyleLevel 2

    You gain the Archery Fighting Style, granting a +2 bonus to attack rolls you make with ranged weapons.

  • HunterLevel 3

    You gain the Hunter subclass and choose Colossus Slayer. Once on each of your turns when you hit a creature with a weapon attack, if that creature is below its hit point maximum, the attack deals an extra 1d8 damage of the weapon's type.

  • Ability Score ImprovementLevel 4

    You gain an Ability Score Improvement or another feat for which you qualify. Seabass increases his Dexterity from 15 to 16 through this advancement, reflected in his final ability scores.

  • RovingLevel 6

    Your walking speed increases by 10 feet. You also gain a Climb Speed and Swim Speed equal to your walking speed.

  • TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitElfFey Ancestry, you have Advantage on saving throws to avoid or end the Charmed condition.
  • TraitElfKeen Senses, you have proficiency in the Perception skill.
  • TraitElfTrance, you do not need to sleep and can finish a Long Rest in 4 hours through meditation.
  • TraitElfWood Elf lineage, your Speed is 35 feet, you know the Druidcraft cantrip, and you can cast Longstrider at 3rd level and Pass without Trace at 5th level without a spell slot once per Long Rest. Wisdom is your spellcasting ability for these spells.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of informants, fences, smugglers, and other criminals. Your contact can provide information about local criminal activity, arrange introductions, or pass messages, though they cannot guarantee safety or success.

Spells

7 spells

Spellcasting. Seabass the Ranger casts with Wisdom (spell save DC 11, to hit with spell attacks).

Cantrips (at will):

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

2nd level (2 slots):

Gear

10 items

Weapons

  • 2×
    Shortsword
    A versatile one-handed blade used for close combat and quick strikes.
  • Longbow
    A longbow with a practical, weatherproofed grip.

Armor

  • Leather Armor
    Light armor made from treated leather, fitted for movement through forests and city alleys.

Tools

  • Crowbar
    A heavy iron bar useful for forcing open doors, crates, and locks.
  • Gaming Set
    A set of loaded dice, cards, or another gaming set used to maintain criminal contacts and disguise coded communication.
  • Thieves' Tools
    A compact set of picks and probes for manipulating locks and traps.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's Pack
    Contains equipment useful for exploring underground and wilderness locations.
  • Dark Common Clothes with Hood
    A set of dark, ordinary clothing with a hood, designed to avoid notice.

Purse

  • 15×
    Gold Pieces
    Starting currency retained from his criminal career.

Appearance

Seabass is a broad-shouldered wood elf with weathered bronze skin, tousled dark-green hair, and sharp gray eyes that constantly scan exits, rooftops, and suspicious hands. A narrow scar crosses his left eyebrow, and his forearms are marked with faded dockside tattoos from his years among smugglers. He wears well-maintained leather armor beneath a moss-colored cloak, with a longbow across his back and two worn shortswords at his hips.

Mannerisms

Seabass checks the tension of his bowstring whenever he enters a new room, taps twice against his wrist before making a difficult decision, and never sits with his back to a door. He often speaks in a low whisper even when there is no need to be quiet.

Personality

Seabass is watchful, dryly funny, and unexpectedly gentle with frightened people and injured animals. He distrusts grand speeches but respects practical courage. He is happiest outdoors, where tracks are honest and the wind carries no secrets. Around strangers he seems aloof, yet he quietly positions himself between danger and anyone who looks vulnerable.

Ideals

Freedom. No one should be owned, caged, or treated as cargo. The skills I learned in darkness belong to me now, and I choose what they are used for.

Bonds

He secretly protects the children he rescued, sending money and supplies through his old criminal contact. He also keeps the burned corner of the smuggling ledger as a reminder of the life he abandoned.

Flaws

He assumes every favor has a hidden price and every authority figure is one bad day away from corruption. When frightened or ashamed, he lies automatically, even when the truth would serve him better.

Quirks

He names every useful knife and refuses to lend them out.
He leaves a single fish at river shrines as payment for safe passage.
He counts doors and windows whenever he enters a building.
He mutters route calculations under his breath when nervous.

Background

Seabass earned his ridiculous name during a childhood spent around the salt marshes and river docks, where he became famous for stealing fish from traps without disturbing the ropes. As he grew older, the talent became more profitable. He ran messages, opened barred doors, and guided contraband through reed beds under moonless skies. His elven patience and woodcraft made him an exceptional smuggler, while his strong back let him handle jobs that required more than nimble fingers. Everything changed when a shipment he escorted carried prisoners instead of stolen goods. Seabass discovered that the cargo included children taken from a frontier village, and he turned on his employers before the boat reached its destination. He freed the captives, burned the smuggling ledger, and vanished into the wilderness with a price on his head. A wandering ranger found him protecting the children from bounty hunters and offered him a different kind of work. Seabass now hunts slavers, corrupt officials, and monsters that prey on the helpless. He still knows every trick used by criminals, but he has decided that the skills of a thief can become the weapons of a guardian.

“As he grew older, the talent became more profitable.”
From their backstory
Background
Criminal

Connections

Species

Elf

Media

0 images

No images yet.

Visual sheet

Turn Seabass the Ranger into a sheet

A high-res, share-ready sheet you can post or print.