Sahra Vaarani
Sahra Vaarani
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Hunter's Mark
When Bonus Action, when you can see a creature within 90 feet
Choose a creature you can see within 90 feet. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack, and you have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points, you can move the mark to another creature as a Bonus Action.
- TraitDwarfStonecunning, as a Bonus Action you can activate Tremorsense for 10 minutes while touching a stone surface. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Always on
- Cure Wounds
When Action, touch a creature
You touch a creature and restore 2d8 plus your spellcasting ability modifier Hit Points.
- Ensnaring Strike
When Bonus Action immediately after hitting with a weapon attack
You conjure grasping vines around a creature you can see within 90 feet. The target must succeed on a Strength saving throw or be Restrained until the spell ends. A Restrained target can repeat the save at the end of each of its turns.
- 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. Wisdom is your spellcasting ability for this spell.
- Weapon MasteryLevel 1
You gain mastery with two kinds of weapons available to you. Whenever you finish a Long Rest, you can change one of those weapon choices. Mastery lets you use the special property associated with a mastered weapon.
- SpellcastingLevel 1
You have learned to cast spells through your connection to nature. You have two 1st-level spell slots, and Wisdom is your spellcasting ability. You can prepare two 1st-level ranger spells, in addition to Hunter's Mark from Favored Enemy.
- TraitDwarfDarkvision, you can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light.
- TraitDwarfDwarven Resilience, you have Advantage on saving throws you make to avoid or end the Poisoned condition, and you have Resistance to Poison damage.
- TraitDwarfDwarven Toughness, your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- CrafterArtisan
You are a skilled craftsperson who can identify, repair, and produce ordinary objects related to your trade. You can usually secure lodging and basic assistance from other artisans, guild members, or communities that respect honest craftsmanship.
Spells
3 spellsSpellcasting. Sahra Vaarani casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level (2 slots): , ,
Gear
7 itemsWeapons
- 2×ScimitarA curved martial blade suitable for close fighting. Weapon mastery chosen: Nick.
- LongbowA martial ranged weapon. Weapon mastery chosen: Slow.
Armor
- Scale mailFlexible metal armor worn over a padded tunic, granting AC 14 plus up to 2 from Dexterity.
Tools
- Smith's toolsTools used to forge, repair, and shape metal objects.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's packContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
Purse
- 15×Gold piecesCoin saved from forge work and caravan contracts.
Appearance
Sahra is a striking dwarf woman with warm brown skin, thick black hair braided with copper wire, and clear hazel eyes flecked with green. She is short and powerfully built, with graceful hands hardened by years of hammer work. Fine soot marks often remain along her cheekbones, and a small burn scar crosses the back of her left hand. She wears practical scale mail beneath a soot-darkened leather smith's apron, with a longbow and two curved blades secured at her side.
Mannerisms
When thinking, Sahra rubs her thumb across the first two fingers as though testing an invisible blade. She speaks softly in crowded rooms, then becomes startlingly direct when discussing tools, promises, or poor workmanship.
Personality
Sahra is observant, patient, and quietly warm with people who work with their hands. She dislikes grand speeches but remembers practical kindness for years. In danger, her calm becomes almost unnerving, as if every threat were simply another piece of metal waiting to be shaped.
Ideals
Craftsmanship. Anything worth making is worth making well, and people deserve the same patience and care as metal under the hammer.
Bonds
The family forge must never pass into the hands of anyone who would use its work to oppress the helpless. I also carry the memory of the missing courier and will uncover the truth behind the unfamiliar maker's mark.
Flaws
I cannot leave damaged work unfinished, even when repairing it is dangerous or foolish. I also judge people too quickly by what they make, assuming careless hands reveal careless hearts.
Quirks
Background
Sahra grew up in a mountain forge where beauty was treated as a kind of precision. Her mother shaped ceremonial blades for dwarven households, while her father repaired tools for shepherds, miners, and traveling caravans. Sahra learned early that a fine weapon was not merely sharp or strong. It had to fit the hand, carry its maker's intention, and survive the moment when everything else failed. She became known for delicate metal inlay and for forging unusually light hunting blades, work that earned admiration from customers who expected a young dwarf woman to be content with polishing finished goods. Her life changed when a caravan carrying one of her commissioned blades vanished on a forest road. The blade was later found beside a dead courier, its edge untouched and its pommel bearing a mark Sahra did not recognize. Convinced that the weapon had been used as part of a larger scheme, she left the forge to follow its trail. Her knowledge of metal, tracks, and wilderness travel made her an unexpected ranger, and her beauty has often caused enemies to underestimate how quickly she can draw steel. Sahra now travels between wild settlements and old roads, repairing what she can, hunting those who exploit the defenseless, and quietly searching for the person who altered her finest work into a murderer's tool.
“Her mother shaped ceremonial blades for dwarven households, while her father repaired tools for shepherds, miners, and traveling caravans.”
- Background
- Artisan
Connections
Species
Dwarf
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