Portrayed by Katarina
Class: Ranger (4)
AC: 14 (Leather Armor)
STR: 12 (＋1)
DEX: 14 (＋2)
CON: 11 (＋0)
INT: 14 (＋2)
WIS: 14 (＋2)
CHA: 14 (＋2)
Skill Proficiencies: Animal Handling, Nature, Perception, Stealth, Survival, STR Save, DEX Save
Other Proficiencies: Light & Medium Armor, Shields, Simple & Martial Weapons
Known Languages: Common, Elvish, Auran, Undercommon, Orcish
Religion: Follower of Aerdrie Faenya of the Elven Pantheon
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 can’t discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness: You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Favored Enemy: You have significant experience studying, tracking, hunting, and even talking to the Drow and Orcs. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Favored Terrain:You are particularly familiar with one type of natural environment and are adept at traveling and surviving in The Underdark.When you make an Intelligence or
Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Ashara is a Half-Drow. Her Mother hated life living with the Dark Elves, the only thing that kept her there for so long was one Drow in particular that she had fallen in love with. After months of convincing, he finally agreed to run away with her. This was forbidden in the Drow clan, and her lover was fatally wounded during their escape.
She ran to the surface world alone, and joined a multi-cultural city. Unfortunately, even multi-cultural cities have a bias against Drow. Life was hard for a while, but once she finally finished grieving she fell in love with another, a human, which lead to the birth of Asha. The Drow ended up following the mother to the surface, tracking her down and slaughtering the town folk, including Asha’s mother. The dad escaped with Asha and took her to safety in Becordiaville, where she grew up training to be a master Archer, hunting the drow in an attempt to avenge her mother.