Elara Vane
Elara Vane
Sheet
AC 16 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresBonus action
- Shortsword (Two-Weapon Fighting)
When Bonus Action
If you attack with a shortsword as an action, you can use a bonus action to attack with your other shortsword. Bonus: +5 to hit. Damage: 1d6 (no modifier).
Always on
- Shortsword
When Action
Attack with a shortsword. Bonus: +5 to hit. Damage: 1d6 + 3 piercing.
- Longbow
When Action
Attack with a longbow. Bonus: +5 to hit. Range: 150/600. Damage: 1d8 + 3 piercing.
- Favored Enemy (Orcs and Goblins)Level 1
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
- Natural Explorer (Coast)Level 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- Ship's PassageSailor
When you need to, you can secure free passage on a sailing ship for yourself and your adventures companions. You might sail on the ship you served on, or another ship that you have good relations with. Because you're calling in a favor, you can't control the ship's schedule or route, and you're expected to assist the crew during the voyage.
Spells
Spellcasting. Elara Vane casts with Wisdom (spell save DC 12, to hit with spell attacks).
Gear
10 itemsWeapons
- 2×ShortswordA light, finesse melee weapon dealing 1d6 piercing damage.
- LongbowA heavy, two-handed ranged weapon with range 150/600, dealing 1d8 piercing damage.
- Belaying Pin (Club)A short heavy club used on ships, dealing 1d4 bludgeoning damage.
Armor
- Scale MailMedium armor consisting of coat and leggings of leather covered with overlapping pieces of metal.
Gear
- Quiver of 20 ArrowsA container for arrows.
- Explorer's PackIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Silk Rope (50 feet)Strong, light rope.
- Lucky CharmThe foot of a rabbit that you believe brings good luck.
- Common ClothesRugged clothes for a sailor.
Purse
- Pouch with 10 GPA small leather bag containing gold coins.
Appearance
Elara has deeply sun-tanned skin and wind-whipped auburn hair tied back in several messy, practical braids adorned with sea-shell ornaments. Her eyes are a striking shade of teal, reminiscent of shallow coastal waters. She wears salt-stained scale mail over rugged green and brown leathers, often with a hooded cloak that smells of brine. She carries a longbow slung over her shoulder and two shortswords at her hips, looking every bit the survivor of the wild shorelines.
Mannerisms
She is constantly squinting as if looking at a far-off horizon even when indoors. She habitually taps her fingers on any surface in time with a mental sea shanty.
Personality
I am fiercely independent and blunt to a fault. I have spent more time listening to the wind and waves than to the polite conversation of high society, and it shows in my lack of tact. I am cynical about the motivations of most leaders, believing that only the ocean is a truly honest force in the world. I prefer the company of seabirds and the quiet rhythm of the tide to the noisy bustle of landlocked cities.
Ideals
Freedom. The sea is the only master worth serving, and no person should be shackled by the restrictive laws of men or the expectations of birth.
Bonds
I will always protect the crew I once lost, or what remains of them, if I ever find them again. Every coin I earn goes toward finding news of 'The Gilded Gull'.
Flaws
I am quick to anger when I feel my autonomy is threatened and I often underestimate the value of diplomacy, preferring to let my blades or bow do the talking.
Quirks
Background
Born on the merchant vessel 'The Gilded Gull', Elara spent the first eighteen years of her life with the horizon as her only constant. Her father was the master of the ship, and she was expected to follow in his footsteps. However, Elara was always more interested in the jagged cliffs and hidden lagoons they passed than the cargo they carried. Her life changed forever when a violent storm and a pirate ambush occurred simultaneously, shattering her ship against a nameless rocky coast. Elara was the sole survivor, or so she believes. For a long year, she lived as a hermit on those desolate shores, learning to hunt coastal monsters and track the movements of the sea creatures that washed up with the tide. This isolation sharpened her senses and turned her into a protector of the boundary between land and water. She eventually flagged down a passing ship, using her nautical knowledge to earn her keep, but the woman who returned to civilization was no longer a simple sailor. She had become a ranger of the tides, a nomad who feels most at home where the spray hits the sand and the laws of kings have no reach. Now, she travels from port to port, taking jobs that lead her into the wilder parts of the coast and searching for any trace of her lost crew.
“Her father was the master of the ship, and she was expected to follow in his footsteps.”
- Background
- Sailor
Connections
Species
Human
Media
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