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Theren Ashvale - AI-generated fantasy Character

Theren Ashvale

Human · Ranger (Hunter) · Level 3 · Soldier

Theren Ashvale

Soft-spoken, exacting, and strangely calm in danger, Theren treats silence as a language and wilderness as a home.
AC16
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 29 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge23
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming Set,
Gaming Set

Languages

Common,
Elvish,
Sylvan

Features

19 features

Always on

  • Colossus Slayer

    When Hit a wounded creature with a weapon attack

    When you hit a creature with a weapon attack, you can deal an extra 1d8 damage to that target if it is missing any hit points. This can be used only once per turn.

  • Hunter's Mark

    When Bonus action to mark a target

    You always have Hunter's Mark prepared and can cast it twice per long rest without a spell slot. While the target is marked, you know its immunities, resistances, and vulnerabilities.

  • Weapon MasteryLevel 1

    When After finishing a long rest

    After a long rest, choose two weapon types you are proficient with to gain their mastery properties. This ranger is set to longbow and scimitar.

  • Expertise

    When Passive

    Gain Expertise in one skill proficiency. This ranger applies it to Perception, representing his extraordinary awareness.

  • SpellcastingLevel 1

    You know the ranger spell list, can prepare a number of ranger spells equal to your prepared spells value, and Wisdom is your spellcasting ability. You can use a druidic focus as a spellcasting focus.

  • Favored EnemyLevel 1

    You always have Hunter's Mark prepared. You can cast it twice without expending a spell slot, regaining all uses when you finish a long rest.

  • Deft ExplorerLevel 2

    You gain Expertise in one of your skill proficiencies with which you lack Expertise, and you know two additional languages of your choice.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat of your choice. This ranger uses Archery, gaining a +2 bonus to attack rolls you make with ranged weapons.

  • Ranger SubclassLevel 3

    You gain a Ranger subclass. This hunter stalks prey with relentless focus and reads the weaknesses of marked foes.

  • Hunter's LoreLevel 3

    While a creature is marked by your Hunter's Mark, you know whether it has any immunities, resistances, or vulnerabilities, and what they are.

  • Hunter's Prey, Colossus SlayerLevel 3

    When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it is missing any hit points. You can deal this extra damage only once per turn.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 feet
  • TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
  • TraitHumanSkillful, gain proficiency in one skill of your choice
  • TraitHumanVersatile, gain an Origin feat of your choice
  • Chosen Origin featHumanSkilled
  • Military RankSoldier

    You retain the instincts, bearing, and practical knowledge of a trained soldier. Fellow veterans, guards, and military folk usually recognize your discipline and may grant you modest respect, brief aid, or access to basic military resources at the DM's discretion.

Spells

5 spells

Spellcasting. Theren Ashvale casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (3 slots): , , , ,

Gear

17 items

Weapons

  • Scimitar
    A curved blade kept close for emergencies and close-quarter fighting.
  • Shortsword
    A spare blade for quick strikes and utility work.
  • Longbow
    A well-kept bow suited for disciplined long-range hunting.
  • Spear
    A spear from his soldiering days, balanced for throwing or close defense.
  • Shortbow
    A simple bow issued during military training and still carried as a backup.

Armor

  • Studded Leather Armor
    Stitched leather suit worn under a traveler’s harness, supple enough for the wilds and light enough for speed.

Tools

  • Gaming Set
    A set of military game pieces, often used to pass time on watch.

Gear

  • 20×
    Arrows
    Fletched shafts carried for the longbow.
  • Quiver
    A case for safely carrying arrows and protecting their fletching.
  • Druidic Focus, sprig of mistletoe
    A small pouch of tinder, cord, and field essentials for survival in the wild.
  • Explorer's Pack
    A rugged pack with travel gear for extended journeys.
  • 20×
    Arrows
    A bundle of arrows from his soldier kit.
  • Healer's Kit
    A field kit for treating wounds after a skirmish.
  • Traveler's Clothes
    A complete set of travel clothes suited to roads, camps, and weather.
  • Quiver
    A quiver from his soldier's issue, retained as a spare or backup.

Purse

  • 7×
    Gold Pieces
    Coins kept from service and road work, spent only when absolutely necessary.
  • 14×
    Gold Pieces
    Coins from his military years, left untouched except for true emergencies.

Appearance

A lean human man with weathered skin, a scarred jaw, and pale, unfocused eyes that never quite meet anyone's face. He wears a travel-stained soldier's harness over layered ranger leathers, with a longbow carried easily across his back and a short blade at his hip. His clothing is practical, stitched with tiny charms, pine needles, and bits of twine marked by touch, not sight. He moves with quiet precision, head slightly tilted as if listening to the shape of the world around him.

Mannerisms

He tilts his head toward sounds others ignore, as if listening to something far beyond the room. When thinking, he taps two fingers against his thumb in the rhythm of marching boots. Before speaking, he often brushes his knuckles over nearby wood, stone, or bark, reading the world by touch as much as by instinct.

Personality

Soft-spoken, exacting, and strangely calm in danger, Theren treats silence as a language and wilderness as a home. He is not cruel, but he is rarely gentle in the way people expect, his kindness often appearing as vigilance, practical help, or standing between others and a threat without comment. He can be playful in dry, unexpected ways, especially when the world assumes he is helpless.

Ideals

Freedom. No person should be confined by what others think they can do. Survival is sacred, but so is choosing your own path. He believes the wild does not care who you were born as, only whether you can learn to move with it instead of against it.

Bonds

He still carries the small river stone his younger sister placed in his hand the day he left home, and he touches it before every hunt. He feels responsible for the roads, farms, and border hamlets that have no idea how often he has kept their dark corners safe. The Fey crossing marked him, and he is determined to understand whether it was a gift, a theft, or a debt owed to powers that have not finished speaking to him.

Flaws

He trusts his instincts more than explanations, and that can make him brusque, suspicious, or needlessly stubborn. If someone tries to pity him, he becomes colder than he intends, because pity reminds him of the cage he escaped. He also has a dangerous habit of following a mystery too far, especially if it smells like Fey magic or hidden corruption.

Quirks

He counts distances by tapping the ground with two fingers, then nods as if the answer were obvious.
He keeps his arrows sorted by the sound they make when drawn from the quiver.
He can identify storms by smell and often says the sky has a bad temper hours before rain begins.
He speaks to wolves, crows, and horses with the same respect he gives veteran soldiers.

Background

At seven, a fever took his sight and left the world muffled and strange, as if the village had been wrapped in wool. His family tried to protect him from everything, which only taught him how to slip past them. He learned the language of footsteps, wind, weather, and the hidden tremor of living things, until he could tell fear from anger by the way a person breathed. What they called blindness became something else in him, a deeper listening, a way of mapping life without ever needing light. At sixteen, drawn by a pulse only he could feel, he wandered into the Whispering Woods and crossed into the Feywild. Three days became three years and his senses were rewritten by impossible magic. When he returned, he could feel the world as geometry and living force, the land sloping in invisible currents, beasts leaving trails of emotion, and old places humming with arcane pressure. He later trained as a soldier because war was the only language his village respected, but he never truly belonged to an army. Now he ranges the borders as a hunter of things that cannot hide from his sightless gaze, a quiet guardian who strikes from shadow and vanishes before gratitude can catch him.

“His family tried to protect him from everything, which only taught him how to slip past them.”
From their backstory
Background
Soldier

Connections

Species

Human

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