Theren Ashvale
Theren Ashvale
Sheet
AC 16 · HP 29 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAlways 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 spellsSpellcasting. Theren Ashvale casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (3 slots): , , , ,
Gear
17 itemsWeapons
- ScimitarA curved blade kept close for emergencies and close-quarter fighting.
- ShortswordA spare blade for quick strikes and utility work.
- LongbowA well-kept bow suited for disciplined long-range hunting.
- SpearA spear from his soldiering days, balanced for throwing or close defense.
- ShortbowA simple bow issued during military training and still carried as a backup.
Armor
- Studded Leather ArmorStitched leather suit worn under a traveler’s harness, supple enough for the wilds and light enough for speed.
Tools
- Gaming SetA set of military game pieces, often used to pass time on watch.
Gear
- 20×ArrowsFletched shafts carried for the longbow.
- QuiverA case for safely carrying arrows and protecting their fletching.
- Druidic Focus, sprig of mistletoeA small pouch of tinder, cord, and field essentials for survival in the wild.
- Explorer's PackA rugged pack with travel gear for extended journeys.
- 20×ArrowsA bundle of arrows from his soldier kit.
- Healer's KitA field kit for treating wounds after a skirmish.
- Traveler's ClothesA complete set of travel clothes suited to roads, camps, and weather.
- QuiverA quiver from his soldier's issue, retained as a spare or backup.
Purse
- 7×Gold PiecesCoins kept from service and road work, spent only when absolutely necessary.
- 14×Gold PiecesCoins 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
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.”
- Background
- Soldier
Connections
Species
Human
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