I'll join. Here's my character sheet. If you need to I can switch to fill some other role though. [hider=Julia Starlet] [i][color=chocolate]Name[/color][/i]: Julia Starlet [i][color=chocolate]Age[/color][/i]: 16 [i][color=chocolate]Ethnicity[/color][/i]: African-American [i][color=chocolate]Favorite Color[/color]:[/i] Chocolate [i][color=chocolate]Appearance[/color]:[/i] [img]https://i.imgur.com/sDX2XBW.png[/img] [i][color=chocolate]Background[/color][/i]:[b] Urban Bounty Hunter[/b] Julia has always been a girl who couldn't leave other people alone. Always snooping in business that wasn't her own, getting into drama and fights all the time since she was old enough to walk. This built up a reputation of a girl who was willing to stand up against anyone, even when no one wanted her to help at all. This made her as many friends as it did enemies, with people looking to her to help them out of a tight spot and trying to get rid of her so that she would stop bothering them. A lot of folks would even consider Julia to be just as much of a problem as others were, because she was always escalating things and making sure everyone was willing to pick a fight instead of just settling things peacefully. But to Julia, she'd rather that everyone had a fair chance to fight for what they want than to let stronger people pick on the weak. Or at the very least, bloody the nose of people she doesn't like. And as long as there's two people in the world, someone is going to want to see the other go down. [i][color=chocolate]Background Feature[/color][/i]: [b]Ear to the Ground[/b] You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. [i][color=chocolate]Reason for being at Bullworth[/color][/i]: Julia has a long history of getting into fights both at and outside of school, but usually it's with good intentions, which is why she's been able to stick around for as long as she had. But she let her power go to her head once, and it nearly ruined her life. Julia's younger brother fell in love with a girl that hated Julia, and that girl was willing to manipulate Julia's brother just to get back at her. Julia wasn't going to stand for this and went on the aggressive, ignoring any due process and instead went straight to picking a fight with the girl and her posse. Julia gathered a crew and went to fight, and it did not end well. While Julia herself was fine, many girls came were hospitalized and she had cracked the skull of her hated enemy, putting her into a coma. All of this just to protect her brother from a woman she hated, but had not yet done anything to deserve her wrath yet. Thus Julia's parents, hoping to hide her from the fallout of the disaster, forced her to move across the country to Bullworth where she's staying with her aunt. [i][color=chocolate]Belongings[/color][/i]: School Uniform, Athletic Outfit, School Phone, Personal Phone, Sling, Pepper Spray, Feminine Products, First-Aid kit. [i][color=chocolate]Persona[/color][/i]: Komainu [i][color=chocolate]Race[/color][/i]: Stone Lion (Bugbear) [i][color=chocolate]Tarot[/color][/i]: Chariot [i][color=chocolate]Appearance[/color][/i]: [img]https://i.imgur.com/Bd47YYG.jpg[/img] [i][color=chocolate]Level[/color][/i]: 3 [i][color=chocolate]Class[/color][/i]: Gloom Stalker Ranger [i][color=chocolate]Equipment[/color][/i]: [list] Weapons: Hand Crossbow, Crossbow Bolts (40), Rapier, Armor: Studded Leather Armor, Shield, Tools: Thieves' Tools Other: Coin Pouch (20 GP), Burglar's Pack, Grappling Hook [/list] [i][color=chocolate]Stats[/color]:[/i] [list]Strength - 8 (-1) Dexterity- 16 (+3) Constitution- 14 (+2) Intelligence - 8 (-1) Wisdom - 16 (+3) Charisma - 12 (+1)[/list] [color=chocolate] [i]SkillProficiency[/i][/color]: Deception +3 Insight +5 [i]Perception[/i] +7 Persuasion +3 Stealth +5 Survival +5 [i][color=chocolate]Equipment Proficiency[/color][/i]: [list]Weapons: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Shields Tools: Drums, Thieves' Tools[/list] [i][color=chocolate]Languages[/color][/i]: Common, Goblin, Undercommon, Infernal [i][color=chocolate]Racial Abilities[/color][/i]: [list]Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.[/list] [i][color=chocolate]Feats[/color][/i]: [list]Crossbow Expert (Free Feat). Thanks to extensive practice with the crossbow, you gain the following benefits: * You ignore the loading quality of crossbows with which you are proficient. * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.[/list] [i][color=chocolate]Class Abilities[/color][/i]: [list]* Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. * Deft Explorer. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. * Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. * Spellcasting. Spell Save DC 13. Spell Attack Modifier +5 1st Level: Absorb Elements, Disguise Self, Entangle, Longstrider * Primal Awareness. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. * Dread Ambusher. At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. * Umbral Sight. At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. [/list] [/hider]