The Pale Marshal
The Pale Marshal
Sheet
AC 15 · HP 39 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAlways on
- Hunter's Mark
When Bonus action, when he can see the target
The Pale Marshal marks a visible target as his quarry. Until the spell ends, he deals an extra 1d6 damage to it whenever he hits it with a weapon attack, and gains advantage on Wisdom (Perception) or Wisdom (Survival) checks to find it.
- Measured Volley
When Attack action
The Pale Marshal fires or strikes twice when he takes the Attack action.
- Executioner's Measure
When Weapon attack against a creature below its hit point maximum
Once per turn, the Pale Marshal deals an extra 1d8 damage to a wounded target he hits with a weapon attack.
- Favored EnemyLevel 1
The Pale Marshal has a favored enemy category of humanoids, specifically bandits and raiders. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also knows one language of his favored enemies, Infernal.
- Natural ExplorerLevel 1
The Pale Marshal is especially familiar with deserts and can track, navigate, forage, and remain alert while traveling through them. His group cannot become lost except by magical means, remains alert to danger while traveling at a normal pace, can move stealthily at a normal pace, finds twice as much food while foraging, and can track other creatures while traveling at a fast pace.
- Fighting Style, ArcheryLevel 2
The Pale Marshal gains a +2 bonus to attack rolls made with ranged weapons. His rune-etched pistols and longbow are treated as ranged weapons for this feature, though the pistols have no special mechanical properties unless the DM introduces firearms rules.
- SpellcastingLevel 2
The Pale Marshal is a ranger spellcaster. Wisdom is his spellcasting ability. He knows four ranger spells and has four 1st-level spell slots and two 2nd-level spell slots.
- Extra AttackLevel 5
The Pale Marshal can make two attacks, instead of one, whenever he takes the Attack action on his turn.
- Primeval AwarenessLevel 3
The Pale Marshal can spend 1 minute communing with nature to sense whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile, or within 6 miles in his favored terrain. This feature reveals the general type and direction, but not exact location or number.
- Hunter's Prey, Colossus SlayerLevel 3
The Pale Marshal chooses Colossus Slayer. Once on each of his turns, when he hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is below its hit point maximum.
- Land's StrideLevel 5
Moving through nonmagical difficult terrain costs the Pale Marshal no extra movement. He can pass through nonmagical plants without being slowed or damaged by them, and has advantage on saving throws against plants that are magically created or manipulated.
- TraitElfDarkvision, can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- TraitElfKeen Senses, proficiency in the Perception skill.
- TraitElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put the elf to sleep.
- TraitElfTrance, the elf meditates deeply for 4 hours instead of sleeping for 8 hours.
- TraitElfElf Weapon Training, proficiency with the longsword, shortsword, shortbow, and longbow.
- TraitElfAbility Score Increase, Dexterity increases by 2.
- WandererOutlander
The Pale Marshal has an excellent memory for maps and geography. He can find food and fresh water for himself and up to five other people each day, provided the land offers natural resources.
Spells
4 spellsSpellcasting. The Pale Marshal casts with Wisdom (spell save DC 10, to hit with spell attacks).
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
11 itemsWeapons
- 2×Rune-etched pistolsOne in each hand. Mechanically treated as shortswords unless the DM uses firearm rules. The pair bears old royal surveyor's runes.
- 2×ShortswordsMartial melee weapon, 1d6 piercing damage, finesse, light.
- LongbowMartial ranged weapon, 1d8 piercing damage, ammunition, heavy, two-handed, range 150/600.
- StaffA sturdy wooden staff carried as both walking aid and weapon.
Armor
- Scale mailMedium armor, AC 14 plus Dexterity modifier, maximum +2 from Dexterity.
Gear
- Dungeoneer's packContains essential tools for exploring underground locations.
- 20×ArrowsA quiver containing arrows for the longbow.
- Hunting trapA metal trap suitable for catching animals or restraining creatures.
- Animal trophyA preserved fragment of an unknown desert predator, kept as proof of a journey.
- Traveler's clothesRugged clothing suited to long travel through harsh wilderness.
Purse
- 10×Gold piecesMoney remaining from the Outlander starting package.
Appearance
The Pale Marshal is a tall, severe male elf with sun-darkened bronze skin, pale gold hair, and one visible violet eye. A black leather eyepatch covers the left side of his face, stitched with silver thread in the shape of a six-pointed star. The eye was deliberately removed, not lost in battle, to make room for an occult lens now embedded in the eyepatch. He wears a dust-coated exploration duster over layered desert leathers, a broad hat reinforced with metal plates, a scarf for sandstorms, fingerless gloves, climbing gear, and twin rune-etched pistols at his hips. He stands unnervingly still when waiting, with his weight balanced over the balls of his feet, then moves with sudden, precise economy.
Mannerisms
He studies every room as if plotting it on an invisible chart. When someone speaks, he often turns his head slightly toward them, presenting the occult lens while keeping his visible violet eye fixed elsewhere. He taps the butt of one pistol whenever he is calculating a route, and removes his hat before threatening someone, treating the gesture like the opening of a formal royal ceremony.
Personality
Coldly observant, articulate, and brutally patient. The Pale Marshal speaks with the formal precision of a royal official even while committing atrocities. He is fascinated by routes, boundaries, and hidden systems, and he treats every person as a landmark, obstacle, resource, or future casualty. He rarely raises his voice because he believes calm authority is more frightening than anger.
Ideals
Dominion. The world belongs to those capable of measuring it, naming it, and enforcing their claim. Freedom is merely the privilege of the person holding the map.
Bonds
The vanished kingdom is still alive somewhere beyond the known desert. He will find its capital, recover its royal archive, and decide who deserves to inherit what remains. He also carries one unfinished map, drawn by a monarch whose final route leads directly through the realm of the dead.
Flaws
He cannot tolerate being contradicted about a map, a border, or the location of a place he has personally visited. He is willing to sacrifice strangers, allies, and entire settlements if doing so advances his search for the vanished kingdom. His confidence is partly a performance designed to hide the terror that the kingdom did not vanish, but rejected him.
Quirks
Background
Before the kingdom vanished, he served as its royal cartographer, charting salt roads, buried aquifers, forbidden canyons, and the shifting borders of places that had no business existing. His maps were not merely records of the land. They were instruments of royal power, used to direct armies, tax settlements, and locate ancient ruins. When the desert kingdom disappeared in a single night, leaving only empty foundations and a crown-shaped depression in the dunes, he was one of the few people who remembered that it had ever existed.
“They were instruments of royal power, used to direct armies, tax settlements, and locate ancient ruins.”
- Background
- Outlander
Connections
Species
Elf
Media
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