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Clover - AI-generated fantasy Character

Clover

Gnome · Ranger · Level 1 · Outlander

Clover

Clover is curious, watchful, and cheerfully difficult to predict.
AC13
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 11 · 25 ft.
AlignmentTrue NeutralGenderMaleAgeApproximately 92 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Musical instrument, one of Clover's choice: pan flute

Languages

Common,
Gnomish,
Sylvan

Features

8 features

Always on

  • Favored EnemyLevel 1

    Clover has a favored enemy type of Beasts. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also learns one language of his choice, Sylvan, associated with his favored enemies.

  • Natural ExplorerLevel 1

    Clover is particularly familiar with forest terrain. When traveling for an hour or more through forest, he gains the benefits of natural explorer, including difficult terrain not slowing the group, the group avoiding becoming lost except by magical means, remaining alert to danger while engaged in another activity, moving stealthily at a normal pace when traveling alone, finding twice as much food while foraging, and learning the exact number, sizes, and distances of nearby creatures while tracking them.

  • DarkvisionGnomeClover can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he sees darkness as shades of gray.
  • Gnome CunningGnomeClover has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Forest GnomeGnomeClover knows the Minor Illusion cantrip. Intelligence is his spellcasting ability for it.
  • Natural IllusionistGnomeClover knows the Minor Illusion cantrip.
  • Speak with Small BeastsGnomeClover can communicate simple ideas to Small or smaller beasts, though they are not obligated to respond.
  • WandererOutlander

    Clover has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural features he has seen. He can also find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

1 spell

Spellcasting. Clover casts with Intelligence ( to hit with spell attacks).

Cantrips (at will):

Gear

10 items

Weapons

  • 2×
    Shortsword
    Balanced blades suited for close combat and practical camp tasks.
  • Longbow
    A longbow made from pale yew, with a grip wrapped in green cord.

Armor

  • Leather armor
    Well-maintained leather armor reinforced with stitched bark panels and softened by years of travel.

Tools

  • Hunting trap
    A compact iron trap used to catch small game or discourage pursuit.

Gear

  • 20×
    Arrow
    Arrows carried in a weatherproof quiver.
  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Staff
    A sturdy wooden walking staff that doubles as a trail marker and cooking support.
  • Animal trophy
    A preserved jay feather mounted in a little leather frame, taken from the first creature Clover tracked alone.
  • Traveler's clothes
    Plain, durable clothing suitable for long journeys.

Purse

  • 10×
    Gold pieces
    Coins saved from odd jobs, escort work, and unexplained disappearances.

Appearance

Clover is a small forest gnome with moss-green eyes, russet-brown hair, and a patchy beard decorated with tiny wooden beads. He wears weather-stained leather armor beneath a green-gray travel cloak, with a longbow nearly as tall as he is. His boots are mismatched, his belt is crowded with pouches, and a faded blue ribbon is tied around one wrist. He looks alert even when relaxed, as though listening to footsteps no one else can hear.

Mannerisms

Clover pauses in the middle of conversations to listen to distant sounds. He answers questions with a slight tilt of his head, often as if deciding whether the question deserves a truthful answer. When entering a new area, he quietly touches the nearest tree, wall, or stone before moving on.

Personality

Clover is curious, watchful, and cheerfully difficult to predict. He shows up without warning, offers exactly the help that is needed, and vanishes before anyone can properly thank him. He prefers the company of animals and weather to crowded rooms, but he is not unfriendly. He simply treats every conversation as a trail that may or may not be worth following.

Ideals

Freedom. No creature should be owned by a place, a promise, or another person. The road belongs to anyone brave enough to follow it.

Bonds

Clover still carries a blue ribbon from his vanished home, and quietly searches for signs that his people were not destroyed, but merely moved beyond reach. He also feels responsible for every lost traveler who crosses his path, even when helping them means abandoning his own plans.

Flaws

Clover distrusts permanence and becomes restless whenever people begin depending on him. He often withholds important information simply because he wants to see what happens. When frightened, he pretends to be amused, which can make him seem cruel or careless.

Quirks

Leaves small piles of acorns beside roads as personal markers.
Names every unfamiliar bird before attempting to identify it properly.
Sleeps with one hand wrapped around his walking staff.
Appears at campfires without explaining where he came from.
Collects blue ribbons, though he never discusses their significance.

Background

Clover was raised in a forest gnome burrow that no longer appears on any map. The settlement moved with the seasons, hidden beneath root systems, hollow trees, and cleverly disguised hillsides. From an early age, Clover learned that the wilderness was not empty. It had patterns, moods, warnings, and invitations. He became a patient observer, following animal trails and memorizing the changes in wind, birdsong, and moss growth. His fascination with the wider world eventually outgrew the safety of home, and he began traveling beyond the familiar woods with a bow, a bedroll, and a habit of leaving before anyone could ask where he was going next.

“The settlement moved with the seasons, hidden beneath root systems, hollow trees, and cleverly disguised hillsides.”
From their backstory
Background
Outlander

Connections

Species

Gnome

Media

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