Thalirion Valeleaf
Thalirion Valeleaf
Sheet
AC 15 · HP 40 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationSTR
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
20 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Reaction
- Hunter's Prey, Colossus SlayerLevel 3
When a creature hits you with an attack, you can use your reaction to impose disadvantage on that attack if the creature is within 5 feet of one of your allies and that ally is not incapacitated.
Always on
- Favored Enemy Knowledge
When When recalling lore about a favored enemy
If you picked the optional tool from favored enemy, you also gain useful practical knowledge of the chosen quarry.
- Favored EnemyLevel 1
You have advantage on Intelligence checks to recall information about beasts, fey, fiends, undead, or one chosen favored enemy type, and you know one language spoken by that enemy if it has one.
- Natural ExplorerLevel 1
You are skilled at navigating and surviving in the wilderness, with benefits while traveling through your favored terrain, including increased overland pace, better foraging, stealth, and survival in that terrain.
- Fighting StyleLevel 2
You adopt a fighting style that grants a lasting combat benefit. This ranger fights with a longbow and two blades in mind.
- SpellcastingLevel 2
You can cast ranger spells using Wisdom as your spellcasting ability. You know a limited number of ranger spells and can cast them using your spell slots.
- Ranger ArchetypeLevel 3
Choose a ranger archetype. This character follows the Hunter path, becoming a disciplined slayer of dangerous prey.
- Primeval AwarenessLevel 3
You can focus your awareness to detect certain kinds of creatures, sensing the presence of favored foes nearby with a limited ability that improves when you spend time tracking them.
- Ability Score ImprovementLevel 4
You can raise your ability scores or take a feat. This character used the improvement to sharpen ranged accuracy and survival instincts by accepting the provided base statistics as-is, so no change was made to the starting scores.
- Land's StrideLevel 6
Moving through nonmagical difficult terrain costs you no extra movement, and you can also pass through nonmagical plants without being slowed or taking damage from them if they are not magical and are not created to impede movement.
- TraitWood ElfAbility Score Increase, your Dexterity score increases by 2 and your Wisdom score increases by 1.
- TraitWood ElfDarkvision, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
- TraitWood ElfKeen Senses, you have proficiency in the Perception skill.
- TraitWood ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitWood ElfTrance, you do not need to sleep, and magic cannot put you to sleep. You meditate deeply for 4 hours a day.
- TraitWood ElfMask of the Wild, you can attempt to hide even when you are only lightly obscured by natural phenomena.
- TraitWood ElfElf Weapon Training, you have proficiency with longsword, shortsword, shortbow, and longbow.
- TraitWood ElfFleet of Foot, your base walking speed increases to 35 feet.
- WandererOutlander
You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Spells
4 spellsSpellcasting. Thalirion Valeleaf casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
10 itemsWeapons
- LongbowA sturdy longbow suited for hunting and battlefield precision.
- 2×ShortswordTwo blades balanced for close fighting.
- StaffA staff carved with tally marks from distant trails.
Armor
- Scale mailScale mail armor worn over layered travel gear.
Gear
- 20×ArrowsA bundle of 20 arrows kept in a weatherproof quiver.
- Dungeoneer's PackA pack containing rope, tools, rations, and other essentials for delving and travel.
- Hunting trapA hunter's keepsake from a memorable quarry.
- TrophyA trophy from a beast taken in a hard season.
- Traveler's clothesWorn clothes that suit long travel and rough weather.
Purse
- Pouch of 10 gpCoins and small provisions carried for the road.
Appearance
A lean wood elf with a weathered cloak of moss green and ash gray, a longbow worn smooth by years of use, and quick silver eyes that seem to measure every path twice. Their hair is braided back with tiny feathers and carved bone charms, and faint leaf-shaped scars trace one forearm from an old hunt gone wrong.
Mannerisms
He pauses before answering, as if listening for footsteps only he can hear. When uneasy, he fingers the carved bone charms in his hair and keeps himself angled toward an exit or tree line.
Personality
Quiet, alert, and unexpectedly compassionate, Thalirion speaks like someone who has learned that every word should earn its place. He is patient with the lost, unforgiving with the cruel, and deeply respectful of competent work, whether it comes from a forester, a mason, or a farmer.
Ideals
Balance. The wild and the settled world can coexist, but only if both are held to account. Predators, whether beast, bandit, or baron, must be kept from feeding without restraint.
Bonds
He carries a splinter from the burned forest heartwood on a cord around his neck, and he will not rest until the blight that scarred his homeland is answered or healed.
Flaws
He trusts tracks, weather, and instincts more readily than people, and he can become coldly dismissive when someone ignores warning signs. In a fight, he sometimes overcommits to the first target that threatens the party, even when a wiser move would be to withdraw or reposition.
Quirks
Background
Thalirion was born beneath an old forest canopy where the elder trees were mapped by memory rather than ink. While other elves learned songs and star-lore, he preferred the tracks left by deer in frost, the turn of wind in the reeds, and the silence that warns of a predator nearby. He served as a scout for his secluded kin until a border fire, set by careless settlers, drove beasts and hunters alike into the same panic. Thalirion was the one sent to follow the fleeing creatures beyond the woods, and he never returned to the old paths in the same way. He spent years living by trail and instinct, taking the life of an outlander to heart rather than merely wearing it as a name. He learned to strike first, think later, and trust the shape of the land more than the promises of cities. Now he travels with a vow to protect the wild places that remain, and to make certain that when civilization expands, it does not do so with axe and torch alone. He is not a hermit, but he is rarely comfortable indoors, and he still sleeps best beneath open sky.
“He served as a scout for his secluded kin until a border fire, set by careless settlers, drove beasts and hunters alike into the same panic.”
- Background
- Outlander
Connections
Species
Wood Elf
Media
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