Coming soon will be information on the Nyssarra character ready for any Dungeons and Dragons style adventure!
Obviously, the information given here is free to use and adapt into your own campaigns. Anything you want to change, you can. Just try to keep the essence of Nyssarra unchanged. If you do use this as a base, please let us know! Thanks!
We do leave some things with a choice, so she can be played differently for different campaigns.
For the Beast Master subclass, we do include a list of various beasts that Nyssarra has befriended in her adventures.
Race: Half-Elf
Class: Ranger (Fey Wanderer subclass)
Background: Hermit or Outlander (depending on if you want more mysticism or survival skills)
Alignment: Neutral Good
Ability Scores
Strength: 10
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 16
Charisma: 14
Race Features – Half-Elf
+2 Charisma, +1 Dexterity, +1 Wisdom (customizable in 5e)
Darkvision
Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: Proficiency in two extra skills (e.g., Nature and Insight)
Class Features – Ranger
Hit Dice: 1d10 per level
Favored Enemy: Fey (or Undead, depending on campaign)
Natural Explorer: Forest
Fighting Style: Archery (+2 to attack rolls with ranged weapons)
Spellcasting: Spell slots and limited spells known (see below)
Ranger Archetype: Fey Wanderer (from Tasha’s Cauldron of Everything)
Fey Wanderer Features
Dreadful Strikes: Your weapon strikes deal an extra 1d4 psychic damage once per turn.
Otherworldly Glamour: Add Wisdom modifier to Charisma (Persuasion, Deception) checks.
Fey Wanderer Spells:
3rd: Charm Person
5th: Misty Step
Background: Hermit (or Outlander)
Skill Proficiencies: Medicine, Religion (Hermit) or Survival, Athletics (Outlander)
Tool Proficiencies: Herbalism Kit
Languages: Elvish, Sylvan
Feature: Discovery (Hermit) or Wanderer (Outlander: excellent memory for maps/geography)
Skills
Choose from:
Stealth
Nature
Perception
Insight
Survival
Animal Handling
With Half-Elf’s skill versatility, you get extra options. Aim to reflect her tracking skills, deep forest knowledge, and emotional insight.
Equipment
Longbow +1 with crystal-tipped arrows (flavor)
Short sword or scimitar (elegant, curved elven style)
Leather armor or studded leather
Explorer’s pack
Crystal pendant (from her mother)
Herbalism kit
Journal of songs or elven nature notes
Spells (Ranger 5th-level | Wisdom-based casting)
Known Spells (example loadout):
Hunter’s Mark
Goodberry
Speak with Animals
Misty Step (Fey Wanderer)
Pass Without Trace
Detect Magic
Personality Traits
Speaks softly but listens intently.
Feels more at home with animals and trees than with people.
Ideals:
Balance. The world must be in harmony — civilization and nature, spirit and flesh.
Bonds:
The Glimmering Vale is sacred to her and must be protected.
Her mother’s pendant guides her — she believes it still holds a trace of Seren’s blessing.
Flaws:
Tends to isolate herself, even from allies.
Sometimes hesitates to act in defense of herself, focusing on protecting others instead.
Race: Half-Elf
Class: Ranger (Beastmaster)
Background: Outlander (or custom: Crystalborn Seeker)
Alignment: Neutral Good
Deity: Seren
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3) (emphasis on perception/nature magic)
Charisma: 12 (+1)
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Dexterity
Skills: Perception, Stealth, Survival, Nature (You can swap for Insight, Animal Handling, or Acrobatics depending on flavor)
Languages: Common, Elvish, Sylvan (from background or race)
Darkvision: 60 ft.
Fey Ancestry: Advantage on saves vs. being charmed, and magic can't put you to sleep
Skill Versatility: Choose two additional skills (e.g., Insight, Animal Handling)
Favored Enemy (Humanoids – Goblins, Humans): Advantage on Survival checks to track them, and on Int checks to recall info
Natural Explorer (Forest): Double proficiency on INT/WIS checks related to favored terrain, plus other travel benefits
Fighting Style (Archery): +2 bonus to attack rolls with ranged weapons
Spellcasting: 1st and 2nd-level ranger spells (WIS-based)
Primal Awareness: Speak with Animals, and additional themed spells at higher levels
Beast Master’s Companion: You gain a beast companion that fights with you and acts on your turn
Spell Save DC: 13
Spell Attack Modifier: +5
1st-level (4 slots): Hunter’s Mark, Speak with Animals, Cure Wounds, Absorb Elements
2nd-level (2 slots): Beast Sense, Pass Without Trace
Crystal-tipped Longbow (flavored longbow, possibly with magical radiant glow)
Short sword or elven dagger
Leather armor or Studded leather armor
Explorer’s pack
Herbalism kit
Elven cloak or crystal pendant from her mother (flavor, could be a Wondrous Item later)
Personality Trait: Soft-spoken but focused; she listens before she speaks, always feeling the rhythms of the land.
Ideal: Harmony – “The balance between magic and mortal, beast and blade, is sacred.”
Bond: Her bond with Shardpaw reflects her longing for connection and loyalty.
Flaw: She sometimes hesitates to ask for help, feeling the burden of protecting others.
Nyssarra wears leathers worked with flowing vine patterns and pale green crystal inlays. Her hair is dark silver, her eyes like polished amethyst. Her companion, Shardpaw, is a sleek, wolf-like creature with translucent fur that catches the moonlight.
Base Creature: Wolf (PHB)
Armor Class: 13 (natural armor)
Hit Points: 20 (4d8 + 2)
Speed: 40 ft.
Attack: Bite (+4 to hit, 2d4 + 2 piercing + 1d4 radiant)
Special: DC 11 STR save or the target is knocked prone
Abilities: Keen Hearing and Smell, Fey Bond (telepathic link with Nyssarra up to 100 ft), advantage on saves vs. charm
Flavor: A shimmering wolf with translucent fur that catches moonlight like glass; loyal, silent, and always at Nyssarra’s side.
Base Creature: Modified Elk
Armor Class: 12
Hit Points: 22 (4d10)
Speed: 50 ft.
Attack: Gore (+4 to hit, 2d6 + 2 piercing + 1 radiant)
Special: If Glimmerleaf moves 20+ ft. before a gore attack, the target must make a DC 12 STR save or be knocked prone
Abilities: Fey Bond, Crystal Resonance (advantage on charm saves), Trample (extra damage vs. prone creatures)
Flavor: Antlers glint with lunar crystal veins. A symbol of purity and calm, ideal for traveling forests or plains.
Each beast fits within the CR 1/4 requirement and reflects Nyssarra’s ethereal, crystal-born identity, her connection to Seren, and her role as a mystical ranger.
Base Creature: Modified Poisonous Snake
Armor Class: 14
Hit Points: 13 (3d8)
Speed: 30 ft., climb 30 ft., swim 30 ft.
Attack: Bite (+5 to hit, 1d4 + 3 piercing + 1d6 poison)
Special: If the poison reduces a target to 0 HP, they stabilize instead (Seren’s mercy)
Abilities: Fey Bond, Gleaming Movement (can’t provoke opportunity attacks), Crystalline Scales (resists slashing)
Flavor: A slender serpent with iridescent scales. Rests curled around Nyssarra’s wrist like jewelry. Subtle, elegant, deadly.
Base Creature: Hawk
Armor Class: 13
Hit Points: 10 (3d6)
Speed: 10 ft., fly 60 ft.
Attack: Talons (+5 to hit, 1d6 + 3 slashing + 1d4 radiant)
Special: On hit, the target makes a DC 11 CON save or suffers disadvantage on its next attack (dazzling burst of light)
Abilities: Keen Sight, Fey Bond, Bonded Gaze (Nyssarra can cast Hunter’s Mark through its eyes)
Flavor: Feathers glow faintly in moonlight. Often used to scout from above or strike from unexpected angles.
Base Creature: Modified Giant Badger
Armor Class: 13
Hit Points: 20 (4d8 + 2)
Speed: 30 ft., burrow 10 ft.
Attack: Claws (+4 to hit, 2d4 + 2 slashing)
Special: Can carve shallow trenches (5 ft., becomes difficult terrain) as it moves
Abilities: Keen Smell, Fey Bond, Crystal Burrow (burrows glow faintly for 1 minute)
Flavor: Geode-like crystals rise along its spine. A stalwart companion and surprisingly agile digger.
Base Creature: Custom (based on Weasel/Jackal)
Armor Class: 15
Hit Points: 14 (4d6)
Speed: 40 ft.
Attack: Kick (+4 to hit, 1d6 + 2 bludgeoning + 1d4 radiant)
Special: On initiative 20, it can act immediately even if surprised (fey alertness)
Abilities: Fey Bond, Evasion, Elusive Step (Disengage as bonus action)
Flavor: A quick, moonlit hare with silvery fur and glowing violet eyes. A symbol of speed, wit, and fey mystery.