Garrant Thornvale
Garrant Thornvale
Sheet
AC 15 · HP 50 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
22 featuresAction
- Extra AttackLevel 5
When On Garrant's turn when he takes the Attack action.
Make two weapon attacks when taking the Attack action.
Always on
- Sharpshooter Shot
When Before making a ranged weapon attack.
Make a ranged weapon attack with a -5 penalty to the attack roll. On a hit, add 10 damage to the attack's damage.
- Dread Ambush
When On the first turn of combat, if Garrant moves at least 10 feet before attacking.
Move up to 10 feet faster and make an additional weapon attack that deals 1d8 extra damage on a hit, once on the first turn of combat.
- Giant Hunter
When When tracking or recalling information about giants.
Mark a creature as his favored enemy for tracking and recalling information, especially giants such as trolls.
- Favored EnemyLevel 1
Garrant has chosen giants as a favored enemy, giving him advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also knows Giant as an additional language.
- Natural ExplorerLevel 1
Garrant is particularly familiar with forests and swamps. While traveling in his favored terrain, difficult terrain does not slow his group's travel, the group cannot become lost except by magical means, and he remains alert to danger even while engaged in other activities.
- Fighting Style, ArcheryLevel 2
Garrant adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Garrant can cast ranger spells using Wisdom as his spellcasting ability. He knows four ranger spells and has two 1st-level spell slots and two 2nd-level spell slots.
- Dread AmbusherLevel 3
Garrant gains an additional bonus to his initiative equal to his Wisdom modifier, and on the first turn of each combat his walking speed increases by 10 feet. If he moves at least 10 feet before making an attack on that turn, one target hit by the attack takes an extra 1d8 damage.
- Umbral SightLevel 3
Garrant has learned to manipulate the shadows around him. He is adept at hiding from creatures that rely on darkvision to see him in darkness or dim light, and can become invisible to a creature relying on darkvision when he is hidden from it.
- Primeval AwarenessLevel 3
Garrant can expend a spell slot to sense whether certain creatures are present within 1 mile of him, though the feature does not reveal their exact location or number.
- SharpshooterLevel 1
Garrant has honed his eye for distant targets. He ignores the long-range disadvantage of ranged weapons, and his ranged attacks ignore half and three-quarters cover. He takes a -5 penalty to an attack roll to deal +10 damage on a hit.
- Ability Score ImprovementLevel 4
Garrant increases his Dexterity by 2, improving his aim, reflexes, and agility.
- Ability Score IncreaseVariant HumanIncrease two different ability scores by 1. Dexterity and Wisdom are increased.
- AgeVariant HumanGarrant has reached old age for a human, but remains capable through experience and discipline.
- AlignmentVariant HumanHumans have no inherent alignment restriction.
- SizeVariant HumanMedium.
- SpeedVariant Human30 feet.
- LanguagesVariant HumanCommon and Giant, granted by Favored Enemy.
- FeatVariant HumanSharpshooter.
- Skill VersatilityVariant HumanProficiency in Insight and Sleight of Hand.
- WandererOutlander
Garrant has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural landmarks he has seen. He can find food and fresh water for himself and up to five other people each day, provided the land offers anything edible.
Spells
5 spellsSpellcasting. Garrant Thornvale casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (2 slots):
Gear
12 itemsWeapons
- Green-Dyed Elven LongbowAncient elven longbow dyed green, mechanically treated as a longbow unless its hidden properties are discovered
- 2×ShortswordsBackup melee weapons, balanced for close fighting
Armor
- Leather ArmorLight armor reinforced with weathered leather plates
Gear
- 20×ArrowsAmmunition for the longbow
- Explorer's PackA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Component PouchA small pouch containing the mundane materials required for ranger spells
- Wooden StaffA staff carved with marsh reeds and trail marks, useful as a walking stick
- Hunting TrapA hunting trap, favored as much for warning of pursuit as for catching game
- TrophyA trophy taken from a giant enemy, a cracked troll tooth wrapped in cord
- Traveler's ClothesA traveler's outfit, weatherproofed with wax and smoke
- Belt PouchA belt pouch containing the modest coins accumulated during years on the road
Purse
- 10×Gold PiecesStarting currency
Appearance
Garrant is a weathered human man in his early sixties, tall and spare, with iron-gray hair tied at the nape and a close-cropped beard mottled with white. His face is deeply lined from sun, wind, and years spent sleeping beneath trees. One eyebrow is split by an old scar, and his left hand bears faint burn marks from the troll's roasting spit. He wears worn brown leather armor beneath a moss-green cloak, with bone toggles, mud-dark boots, and a green-dyed longbow of elegant ancient elven construction. His eyes remain sharp and restless, always measuring cover, exits, and the distance to the nearest threat.
Mannerisms
Garrant speaks in short, dry sentences and rarely raises his voice. Before entering a room, he studies the hinges, ceiling, and nearest window. When someone makes a foolish suggestion, he slowly turns an arrow between his fingers rather than arguing. He sleeps with one hand touching his bowstring and wakes at the faintest unfamiliar sound.
Personality
Garrant is gruff, watchful, and difficult to impress, but his severity hides a deeply practical kindness. He checks everyone's boots before a marsh crossing, silently repairs damaged straps, and places himself between danger and the least experienced member of the group. He dislikes speeches, heroics, and anyone who calls a dangerous plan simple. Once trust is earned, however, he becomes fiercely dependable, the sort of companion who will hold a line alone while the others escape.
Ideals
Preparation. The wilderness is not cruel, it is honest. People survive when they respect danger before it arrives.
Bonds
I owe my life to the companions who pulled me from the troll's spit, and I will not abandon one of them to the dark. I have promised Tammi that we will return to the marsh together, and I intend to keep that promise. I also mean to uncover the truth behind Mother Gloam's movements, even if the trail leads somewhere no sane person would follow.
Flaws
Garrant assumes every quiet place is hiding something and every promise has a price. He is slow to trust anyone who has never slept outdoors, dismissive of elaborate plans, and prone to making grim decisions without explaining them. He also carries a private terror of being helpless again, which makes him reckless when an ally is captured or bound.
Quirks
Background
Garrant Thornvale spent most of his adult life walking the borders where roads failed and maps became guesses. He guided smugglers, pilgrims, soldiers, and grieving families through forests and marshes, but never considered himself a guide. In his mind, he was a man who noticed what others missed, the broken reed, the bird that stopped calling, the patch of mud that held one footprint too many. He learned to live lightly, to sleep in fragments, and to place every camp where an ambush would be difficult. His years in the wild made him patient, but not gentle, and his blunt warnings have more than once sent frightened villagers running before they understood he was trying to save them.
“He guided smugglers, pilgrims, soldiers, and grieving families through forests and marshes, but never considered himself a guide.”
- Background
- Outlander
Connections
Species
Variant Human
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