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Tegir Vashan - AI-generated fantasy Character

Tegir Vashan

Elf · Ranger (Hunter) · Level 5 · Soldier

Tegir Vashan

Quietly defiant, observant, and difficult to impress.
AC16
HP45/45
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 45 · 30 ft.
AlignmentChaotic GoodGenderMaleAge128 years old, young by elven standards
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Dice set

Languages

Common,
Elvish,
Goblin,
Draconic

Features

20 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn.

Bonus action

  • Hunter’s Mark

    When Bonus Action

    As a Bonus Action, mark a creature you can see within range and deal an extra 1d6 damage to it whenever you hit it with an attack. You have Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. The spell lasts up to 1 hour with Concentration.

Always on

  • Colossus Slayer

    When Once per turn when hitting a wounded creature

    When you hit a creature below its Hit Point maximum with a weapon attack, deal an extra 1d8 damage once per turn.

  • SpellcastingLevel 1

    You can cast prepared Ranger spells using Wisdom as your spellcasting ability. You regain all expended spell slots when you finish a Long Rest. You always have Hunter’s Mark prepared, and you can cast it without expending a spell slot a number of times equal to your Proficiency Bonus per Long Rest.

  • Favored EnemyLevel 1

    Hunter’s Mark is always prepared for you. You can cast it without a spell slot three times per Long Rest. When you cast it with a spell slot, it does not count against your prepared spells.

  • Weapon MasteryLevel 1

    You can use the weapon mastery properties of two kinds of Simple or Martial weapons. Chosen weapons: Longbow and Scimitar.

  • Deft ExplorerLevel 2

    You gain Expertise in Stealth. You also learn two additional languages, Goblin and Draconic.

  • Fighting StyleLevel 2

    You gain the Archery Fighting Style, granting a +2 bonus to attack rolls with ranged weapons.

  • Ranger SubclassLevel 3

    You gain the Hunter subclass. You have learned to study prey, identify weaknesses, and exploit openings with disciplined precision.

  • Hunter’s LoreLevel 3

    You can identify whether a creature you can see has any damage immunities, resistances, or vulnerabilities, and you learn what they are if the creature has them.

  • Hunter’s Prey, Colossus SlayerLevel 3

    Once per turn when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is below its Hit Point maximum.

  • Ability Score ImprovementLevel 4

    You gain the Ability Score Improvement feat. This character’s final ability scores already include the selected improvements.

  • TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, treating darkness as shades of gray.
  • TraitElfHigh Elf lineage, you know the Prestidigitation cantrip. Intelligence is your spellcasting ability for this lineage.
  • TraitElfAt character level 3, you always have Detect Magic prepared and can cast it once without a spell slot per Long Rest.
  • TraitElfAt character level 5, you always have Misty Step prepared and can cast it once without a spell slot per Long Rest.
  • TraitElfFey Ancestry, you have Advantage on saving throws you make to avoid or end the Charmed condition.
  • TraitElfKeen Senses, you have proficiency in Perception.
  • TraitElfTrance, you do not need to sleep and can finish a Long Rest in 4 hours through conscious meditation.
  • Savage AttackerSoldier

    You have the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target. You also have proficiency with Athletics, Intimidation, and one gaming set, chosen as dice.

Spells

9 spells

Spellcasting. Tegir Vashan casts with Wisdom (spell save DC 10, to hit with spell attacks).

Cantrips (at will):

1st level (4 slots): , , , ,

2nd level (2 slots): , ,

Gear

11 items

Weapons

  • 2×
    Scimitar
    A balanced curved blade suitable for close fighting and quick slashing attacks.
  • Longbow
    A finely made golden recurve bow with a horn-and-wood grip.

Armor

  • Leather Armor
    Light armor made from layered, lacquered leather. Worn for mobility through woodland terrain.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    A leather container worn over the shoulder for carrying arrows.
  • Explorer’s Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, rope, and other travel necessities.
  • Healer’s Kit
    A compact kit containing bandages, splints, salves, and battlefield supplies.
  • Dice Set
    A small set of carved bone dice used in military gambling circles.
  • Carved Icy Focus
    A small carved focus shaped like a shard of blue-white ice, carried as a keepsake and spellcasting focus.
  • Traveler’s Clothes
    Practical clothing in olive, charcoal, and brown, reinforced for travel and military service.

Purse

  • 14×
    Gold Pieces
    Coin retained from Soldier background equipment.

Appearance

Tegir Vashan is a lean, athletic high elf with mixed copper-brown skin, short curly black hair, dark brown alert eyes, and a clean-shaven face. He wears a long olive-green and grey hunter’s coat threaded with subtle woven patterns, a small shoulder capelet, fitted leather bracers, sturdy travel boots, and a pointed tricorn-style leather hat with understated horn-like spikes. A golden recurve longbow rests in his hand, with a leather quiver over one shoulder and paired curved blades at his belt. A small carved icy focus hangs from a cord beneath his collar. The hat is worn smooth and pale along its front edge from years of unconscious adjustment, a habit he repeats whenever he is thinking or suspicious.

Mannerisms

Tegir unconsciously adjusts the worn front edge of his tricorn hat whenever he is assessing danger or deciding whether someone is lying. Before a fight, he rolls one arrow between his fingers and quietly counts the exits. When describing a place, he uses the language of painting, calling shadows washes, roads strokes, and blood too bright a color.

Personality

Quietly defiant, observant, and difficult to impress. Tegir speaks sparingly, but he remembers small details about everyone he meets, especially what they protect and what they fear. He is patient in the wilderness and impatient with pomp, ceremony, and officers who mistake confidence for competence. Beneath his reserved manner is a warm, almost shy artist who paints landscapes and memorials whenever the camp is safe.

Ideals

No map is worth more than the people walking across it. Strategy exists to preserve lives, not to decorate a victory report.

Bonds

The names of the abandoned winter unit are written in tiny script inside his coat. He will risk almost anything to bring their families proof of what happened. He is also fiercely loyal to the woodland border villages that trained him and regards their safety as a debt he can never fully repay.

Flaws

He distrusts commanders who speak about sacrifice from a safe distance, and he can become openly insubordinate when he believes civilians or expendable troops are being used as bait. He also records every slight and betrayal with unnerving accuracy, then waits far too long for the right moment to answer it.

Quirks

He paints a tiny blue mark on every map after successfully traveling a dangerous route.
He names arrows according to the weather in which they were first fletched.
He refuses to sleep near an unguarded doorway, even when assured the room is secure.
He quietly corrects inaccurate battlefield memorials, but never takes credit for the correction.

Background

Tegir was raised on the edge of an old high elven woodland, the son of a mapmaker and a caravan guard. His mother taught him to read terrain as if it were a painted page, while his father taught him that every road had a military value, every hill a weakness, and every silence a possible ambush. Tegir learned the bow first, then the paired curved blades favored by his mother’s people. He kept sketching what he saw, marking patrol routes, weather fronts, and enemy camps in charcoal and ochre on scraps of treated hide. When raiders crossed the woodland border, Tegir joined the local levy before he had the patience to understand the war. Years of campaigning hardened his instincts but not his sense of responsibility. He became known for holding difficult ground, finding missing scouts, and painting small memorial panels for soldiers whose names might otherwise vanish. During one winter retreat, an allied unit was abandoned in the high passes. Tegir survived by following a frozen river beneath the moon, carrying a carved icy focus given to him by the unit’s young standard-bearer. He now travels as a ranger, hunting those responsible for the betrayal while protecting soldiers and civilians caught between greater powers. He insists that every battlefield has a human cost, even when generals call it necessary.

“Tegir learned the bow first, then the paired curved blades favored by his mother’s people.”
From their backstory
Background
Soldier

Connections

Species

Elf

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