Annara ociana khanis
Annara ociana khanis
Sheet
AC 16 · HP 84 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Exceptional TrainingLevel 7
On any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
Always on
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Chosen: Beasts, Monstrosities.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Chosen: Coast, Forest, Swamp.
- Fighting Style (Dueling)Level 2
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Ranger's CompanionLevel 3
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Chosen: Panther (Flavored as a Dire Tiger Cub).
- Land's StrideLevel 8
Moving through nonmagical difficult terrain costs you no extra movement. You also have advantage on saving throws against plants that are magically created or manipulated.
- Hide in Plain SightLevel 10
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
- TraitHalf-OrcDarkvision (60ft)
- TraitHalf-OrcRelentless Endurance
- TraitHalf-OrcSavage Attacks
- Ship's PassageSailor
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions.
Spells
7 spellsSpellcasting. Annara ociana khanis casts with Wisdom (spell save DC 16, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (2 slots): ,
Gear
5 itemsWeapons
- SpearA sharp obsidian tipped longspear.
Armor
- Snake skin jerkin (Studded Leather Armor)Fine green snake skin reinforced with light metal plates.
Gear
- Gator skin kiltDurable kilt decorated with teeth and claws.
- Dreamcatcher necklaceWoven with bright green feathers and an ancient copper coin.
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Appearance
Annara is a towering figure at 6ft 7, possessing a human-like elegance despite her half-orc heritage. Her skin is a deep, weathered bronze, covered in intricate tattoos that record the history of her hunts and family lineage in ink and raised scar tissue. She wears an open green snake skin jerkin over her muscled torso and a rugged gator skin kilt adorned with beast trophies. Her long, dark dreadlocks have never been cut, cascading down her back and intertwined with jungle beads. A distinctive green feathered dreamcatcher and an ancient coin hang from her neck.
Mannerisms
She often rests her hand on the hilt of her weapon or the head of her animal companion when listening to others, rarely breaking eye contact.
Personality
Annara is a woman of quiet, commanding presence, reflecting her status as a Beast Lord of the Sunaran Ocean Tribe. She is deeply protective of her kin and speaks with a weight that comes from decades of surviving both the deep sea and the primal jungle. She views her beasts as equals, often conversing with her spirit guardian in a low, rumbling hum. Though fierce in battle, she has the patient soul of a teacher, nurturing the wisdom of her daughters, Sana and Ryelle.
Ideals
Balance is the law of the ocean and the jungle. We take only what is needed and respect the spirit of every kill.
Bonds
My daughters are my legacy and the light of my life. My mate, Tabitha, is the earth beneath my feet.
Flaws
I am fiercely territorial and find it difficult to trust outsiders who do not understand the old ways of the Sunaran people.
Quirks
Background
Born to the Sunaran Ocean Tribe, Annara Ociana Khanis mastered the rhythm of the waves and the whispers of the jungle at a young age. While others saw the coast as a boundary, she saw it as a bridge, learning to tame the great wyverns that haunt the canopies and the predators that prowl the shores. Her height and striking features allowed her to navigate the worlds of humans and orcs with equal ease, but her heart remained firmly in the wild. She rose to become the Hunt Mistress, leading the tribe's most dangerous expeditions and securing the safety of their ancestral lands. Her life reached its full completion when she joined her path with Tabitha Khan. Together, they have forged a legacy that is told through their tattoos and the prowess of their children. Her oldest daughter, Samira, serves as a champion under her mother's guidance, while the younger two learn the mysteries of the wild spirits. Whether sailing a vessel through a typhoon or leading a jungle hunt, Annara is the immovable anchor of her tribe, a living legend who calls the wind and the wild creatures to her side whenever the Sunaran people are threatened.
“Her height and striking features allowed her to navigate the worlds of humans and orcs with equal ease, but her heart remained firmly in the wild.”
- Background
- Sailor
Connections
Species
Half-Orc
Media
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