Hall
Hall
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- IntimidationCHA
- NatureINT
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it twice per Long Rest without expending a spell slot.
- SpellcastingLevel 1
You can cast Ranger spells using Wisdom as your spellcasting ability.
- Weapon MasteryLevel 1
You can use the mastery properties of two weapons. Hall chooses Slow (Longbow) and Vex (Shortsword).
- Celestial ResistanceAasimarYou have Resistance to Necrotic and Radiant damage.
- DarkvisionAasimar60 feet.
- Healing HandsAasimarAs a Magic action, you can touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains HP equal to the total. Once per Long Rest.
- Light BearerAasimarYou know the Light cantrip. Wisdom is your spellcasting ability for it.
- Savage AttackerSoldier
Once per turn when you hit a creature with a weapon attack, you can reroll the weapon's damage dice and use either total.
Spells
4 spellsSpellcasting. Hall casts with Wisdom (spell save DC 9, to hit with spell attacks).
Cantrips (at will):
1st level (2 slots): , ,
Gear
7 itemsWeapons
- ShortswordA simple elven blade.
- LongbowA large bow made of yew.
Armor
- Leather ArmorLight armor made of toughened hide.
- ShieldA wooden shield bearing a faded elven crest.
Gear
- QuiverContains 20 arrows.
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope.
- Rank InsigniaA tarnished badge from an elven scouting unit.
Appearance
Hall is an unusual sight, standing nearly five feet tall with the lithe but awkward frame of a lanky adolescent. His skin has a subtle pearlescent sheen, and his eyes glow with a soft, golden light that betrays his Aasimar blood. He wears battered elven leather armor that seems slightly too wide for his shoulders, and he often smells of pine needles and damp earth.
Mannerisms
He has a habit of muttering under his breath to his equipment, as if checking in on the state of his gear during a long march.
Personality
Soft spoken and remarkably humble, Hall avoids eye contact with taller folk. He treats the natural world with the same discipline he once applied to the barracks. He often speaks to plants and small animals with more confidence than he speaks to people, treating every tree as a potential ally in a world that rejected him.
Ideals
Loyalty. I will never turn my back on those who accept me, for I know the sting of being cast aside.
Bonds
My old military badge is my most prized possession, not because I love the elves, but because it reminds me of the discipline I still carry.
Flaws
I am deeply insecure about my heritage and often assume that others are mocking me when they are not.
Quirks
Background
Born to a family of halflings but gifted with the luminous blood of the celestials, Hall grew much taller and thinner than any of his kin. He left his shire to join an elven border patrol, passing himself off as a lanky youth of elven descent. His celestial radiance helped him excel as a soldier for a time, and he felt a true sense of belonging in the rigid structure of the elven military. However, when his halfling family arrived at the garrison for a surprise visit, his true lineage was exposed. The elven commanders, prideful and obsessed with racial purity, viewed his mixed blood as a blemish. They stripped him of his rank and threw him out of the barracks without a second thought. Shamed and abandoned, Hall retreated into the deep woods. Alone in the wilderness, he discovered that the trees and the beasts did not judge him for his ancestry. He adapted his military training into the skills of a ranger, learning to listen to the whispers of the forest while remaining a guardian of the borders that once turned him away.
“He left his shire to join an elven border patrol, passing himself off as a lanky youth of elven descent.”
- Background
- Soldier
Connections
Species
Aasimar
Media
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