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Shahir Sava - AI-generated fantasy Character

Shahir Sava

Half-Elf · Ranger (Gloom Stalker) · Level 5 · Outlander

Shahir Sava

Quietly attentive and difficult to surprise, Shahir notices small changes in temperature, posture, and tone before he notices grand declarations.
AC15
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 39 · 30 ft.
AlignmentNeutral GoodGenderManAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument, pan flute

Languages

Common,
Elvish,
Giant,
Undercommon

Features

18 features

Reaction

  • Absorb Elements

    When Taking elemental damage

    As a reaction, Shahir gains resistance to one instance of acid, cold, fire, lightning, or thunder damage, and can potentially deal 1d6 extra damage of that type on his next melee hit.

Always on

  • Dread AmbusherLevel 3

    When The first turn of each combat

    Until the end of his first turn in combat, Shahir's speed increases by 10 feet. If he attacks on that turn, he makes one additional weapon attack, and that attack deals an extra 1d8 weapon damage on a hit.

  • Extra AttackLevel 5

    When Taking the Attack action

    Shahir can attack twice when he takes the Attack action.

  • Hunter's Mark

    When Bonus action to mark a target

    Once per turn, Shahir can deal an extra 1d6 damage to a creature marked by this spell whenever he hits it with a weapon attack.

  • Goodberry

    When Action

    Shahir creates enough nourishing food for up to ten creatures for 24 hours. A creature that eats one berry regains 1 hit point.

  • Pass without Trace

    When Action

    Shahir and up to ten willing creatures gain a +10 bonus to Dexterity (Stealth) checks and cannot be tracked except by magical means for up to 1 hour.

  • Favored EnemyLevel 1

    Choose one type of favored enemy. Shahir is especially familiar with monstrosities. 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, Giant.

  • Natural ExplorerLevel 1

    Shahir is particularly familiar with arctic terrain. When traveling for an hour or more in this terrain, he gains the normal benefits of a favored terrain, including difficult terrain not slowing the group, enhanced navigation, and improved foraging. He can also remain alert to danger while performing other activities and can move stealthily at a normal pace when traveling alone.

  • Fighting StyleLevel 2

    Shahir adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.

  • SpellcastingLevel 2

    Shahir is a spellcaster. Wisdom is his spellcasting ability. He knows four ranger spells and uses a druidic focus or spellcasting component pouch as required.

  • Ranger ArchetypeLevel 3

    Shahir has chosen the Gloom Stalker archetype, specializing in ambushes, darkness, and hostile wilderness.

  • Primeval AwarenessLevel 3

    Shahir can expend one minute and a ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the slot expended, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile, or within 6 miles in his favored terrain. This feature does not reveal their exact location or number.

  • Umbral SightLevel 3

    Shahir gains darkvision out to 60 feet. If he already has darkvision, its range increases by 30 feet. He is also adept at evading creatures that rely on darkvision, and is effectively invisible to them while in darkness.

  • TraitHalf-ElfDarkvision out to 60 feet.
  • TraitHalf-ElfFey Ancestry grants advantage on saving throws against being charmed, and magic cannot put Shahir to sleep.
  • TraitHalf-ElfShahir gains proficiency in two additional skills, Insight and Investigation.
  • TraitHalf-ElfShahir speaks Common, Elvish, and one additional language.
  • WandererOutlander

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

Spells

4 spells

Spellcasting. Shahir Sava casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (4 slots): , ,

2nd level (2 slots):

Gear

12 items

Weapons

  • Longbow
    A finely maintained martial longbow with a quiver of arrows, styled as a golden Quincy bow.
  • 2×
    Shortsword
    A pair of balanced shortswords for close combat.

Armor

  • Studded leather armor
    Studded leather armor tailored beneath his white winter coat.

Tools

  • Pan flute
    A small pan flute learned from caravan musicians during long winter crossings.

Gear

  • 20×
    Arrows
    Arrows suitable for the longbow.
  • Component pouch
    A component pouch for ranger spellcasting.
  • Explorer's pack
    A worn explorer's pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Staff
    A staff suitable for walking, climbing, and making camp.
  • Hunting trap
    A hunting trap used to secure campsites and protect supply trails.
  • Frost giant knuckle carving
    A trophy taken from a defeated frost giant scout, kept as proof of his favored enemy.
  • Belt pouch
    A belt pouch containing the remaining coin from his starting wealth.

Purse

  • 10×
    Gold pieces
    Starting currency from the Outlander background.

Appearance

Shahir is a mixed-race half-elf man with warm olive-tan skin, short, voluminous curly dark brown hair, and frost-dusted tips that turn almost silver after long patrols. His dark brown eyes are steady and observant. He wears a crisp, high-collared white coat with sharp tailored lines, silver buttons, and pale sky-blue trim over dark tailored trousers and sleek snow boots. His golden longbow has an elegant, Quincy-inspired design, with angular limbs and a faintly luminous string. He stands with most of his weight on the balls of his feet, as if perpetually prepared to move, and tends to occupy more space than he realizes by arranging his cloak, bow, and gear with precise symmetry.

Mannerisms

When waiting, Shahir balances on the front edges of his boots and subtly angles his body toward the nearest exit or high ground. He keeps his bow perpendicular to the floor when speaking, as though it were a formal staff, and lowers his voice whenever the weather worsens.

Personality

Quietly attentive and difficult to surprise, Shahir notices small changes in temperature, posture, and tone before he notices grand declarations. He is courteous with strangers, especially those who are frightened, but his courtesy has a practical edge. He offers directions, food, or shelter before asking for a name. Around trusted companions, a dry and unexpectedly playful humor emerges, usually expressed through perfectly timed observations.

Ideals

Preparation is compassion. A person who has planned for hunger, cold, and fear has already made room to save someone else.

Bonds

The people of the winter trade route are his extended family. He will cross dangerous country, accept impossible odds, and spend his last provisions to bring a stranded traveler home.

Flaws

He cannot leave a problem unexplored, even when caution would be wiser. Shahir also mistakes emotional distance for discipline, and can become quietly judgmental toward anyone who panics, complains, or wastes supplies.

Quirks

He names particularly dangerous winds as if they were difficult colleagues.
He checks the balance of every cup, bowl, and weapon placed near him.
He leaves tiny geometric arrangements of pebbles at campsites to mark safe routes for anyone following behind.
He can identify approaching snowfall by smell and becomes visibly pleased when proven correct.

Background

Shahir was born where two old communities met at the edge of a high, snowbound trade route. His elven mother served as a surveyor for caravan masters, while his human father repaired bows and winter harnesses for travelers who could not afford to lose a shipment to the cold. From both of them, Shahir inherited a habit of watching first and speaking second. He learned to read wind-carved ridges, identify safe ice by sound, and judge a stranger by the way they treated the last person in line for water. When a winter caravan vanished in a whiteout, Shahir joined the search despite having no formal military training. He found the survivors by following a pattern of disturbed snow that no one else had noticed, then kept them alive for three days beneath a collapsed waystation. The experience turned him into a professional guide and eventually a ranger. His talent for appearing from dim snowfall, striking before an enemy knows he is there, and disappearing into the terrain drew the attention of a secluded Gloom Stalker mentor. Shahir now travels as a guardian of remote roads, carrying a luminous golden bow and a private promise that no one under his protection will become merely another name lost to the snow.

“From both of them, Shahir inherited a habit of watching first and speaking second.”
From their backstory
Background
Outlander

Connections

Species

Half-Elf

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