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Darnell - AI-generated fantasy Character

Darnell

Human · Ranger (Hunter) · Level 6 · Acolyte

Darnell

Darnell is patient, observant, and sincerely compassionate.
AC16
HP58/58
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 58 · 40 ft., climb 40 ft., swim 40 ft.
AlignmentNeutral GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Celestial,
Dwarvish,
Elvish

Features

19 features

Always on

  • Mark the Quarry

    When After casting Hunter's Mark or when a marked target drops to 0 Hit Points

    When Darnell hits a creature with a weapon attack, he can mark it as his favored quarry, improving his ability to pursue and harm it through Hunter's Mark.

  • Twin Arrows or Blades

    When On his turn when taking the Attack action

    Darnell makes two weapon attacks when he takes the Attack action.

  • Colossus Slayer

    When When hitting a damaged creature with a weapon attack

    Darnell deals an extra 1d8 damage once per turn to a Hunter's Mark target that is missing any Hit Points.

  • Favored EnemyLevel 1

    Hunter's Mark is always prepared for Darnell. He can cast it twice without expending a spell slot, and he regains those uses when he finishes a Long Rest.

  • SpellcastingLevel 1

    Darnell can cast Ranger spells using Wisdom as his spellcasting ability. He can prepare six Ranger spells after a Long Rest.

  • Weapon MasteryLevel 1

    Darnell has mastery with Longbows, Scimitars, and Shortswords. His chosen mastery properties are Slow for the Longbow, Nick for the Scimitar, and Vex for the Shortsword.

  • Deft ExplorerLevel 2

    Darnell has Expertise in Survival and knows the Celestial and Dwarvish languages through his ranger training.

  • Fighting StyleLevel 2

    Darnell chose Archery. He gains a +2 bonus to attack rolls with ranged weapons.

  • Hunter's LoreLevel 3

    Darnell gains the Hunter subclass. He can identify whether a creature affected by his Hunter's Mark has any damage immunities, resistances, or vulnerabilities, and he knows what they are.

  • Hunter's PreyLevel 3

    Darnell chose 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 missing any of its Hit Points.

  • Ability Score ImprovementLevel 4

    Darnell gained the Ability Score Improvement feature at Ranger level 4. His final ability scores are reflected above.

  • Extra AttackLevel 5

    Darnell can attack twice instead of once whenever he takes the Attack action on his turn.

  • RovingLevel 6

    Darnell's Speed increases by 10 feet while he is not wearing Heavy armor. He also has Climb and Swim Speeds equal to his Speed.

  • ResourcefulHumanWhen Darnell finishes a Long Rest, he gains Heroic Inspiration.
  • SkillfulHumanDarnell gains proficiency in one additional skill, Medicine.
  • VersatileHumanDarnell gains one additional Origin feat, Alert.
  • TraitHumanHuman size is Medium or Small, chosen when selected. Darnell is Medium.
  • TraitHumanHuman Speed is 30 feet before Ranger's Roving feature is applied.
  • Shelter of the FaithfulAcolyte

    Darnell can perform religious ceremonies for his faith and can receive free healing and care for himself and his companions at temples, shrines, or other established religious sites connected to his faith, provided material components are supplied. Those who share his faith support him at a modest lifestyle, and priests may provide reasonable, nonhazardous assistance while he remains in good standing.

Spells

9 spells

Spellcasting. Darnell casts with Wisdom (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , ,

2nd level (2 slots): ,

Gear

14 items

Weapons

  • Scimitar
    Martial melee weapon with the Nick mastery property
  • Shortsword
    Martial melee weapon with the Vex mastery property
  • Longbow
    Martial ranged weapon with the Slow mastery property

Armor

  • Studded Leather Armor
    Studded leather armor, Armor Class 12 plus Dexterity modifier

Tools

  • Calligrapher's Supplies
    Used for copying prayers, recording tracks, and preparing religious documents

Gear

  • 20×
    Arrows
    Ammunition for the longbow
  • Quiver
    Container for the arrows
  • Druidic Focus
    Sprig of mistletoe used as a druidic focus
  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
  • Book of Prayers
    Collection of copied prayers and devotional writings
  • Holy Symbol
    Symbol of the Open Hand faith
  • 10×
    Parchment
    For copying prayers, maps, and written reports
  • Robe
    Ceremonial clothing from the Shrine of the Open Hand

Purse

  • 8×
    Gold Pieces
    Starting currency

Appearance

Darnell is a sturdy, broad-shouldered human man with warm brown skin, tightly curled black hair, and a neatly maintained beard threaded with a few early silver hairs. He stands with one foot slightly forward and rests most of his weight on the balls of his feet, as if forever prepared to move quietly through brush or step between a frightened pilgrim and danger. His studded leather armor fits him a little too loosely at the shoulders and has been repeatedly repaired with dark green thread. His bow, however, is immaculate, its grip wrapped in faded blue prayer cloth. A small wooden holy symbol hangs beside his druidic focus, and his calligrapher's kit is kept in an unusually polished case.

Mannerisms

When waiting, Darnell balances lightly on the balls of his feet and quietly studies every entrance, window, and line of retreat. He touches the blue prayer cloth on his bow before drawing an arrow, and he tends to speak in calm, practical sentences until someone is in danger, at which point his voice becomes startlingly gentle.

Personality

Darnell is patient, observant, and sincerely compassionate. He remembers the names of stable hands, porters, children, and kitchen workers, believing that people reveal their true character in how they treat those who cannot reward them. He is optimistic without being naïve, and he prefers useful kindness over grand speeches. In conversation, he often listens for a long time before offering a concise answer that sounds suspiciously like a line from scripture.

Ideals

Charity. A blessing is only real when it reaches someone who needs it. Darnell measures devotion by the lives made safer through his actions.

Bonds

The Shrine of the Open Hand sheltered Darnell and countless others. He will protect it, its people, and the ordinary travelers who depend on it, no matter how far from home he must go.

Flaws

Once Darnell commits himself to protecting someone, he becomes stubbornly unwilling to retreat, even when withdrawing would save more lives. He also assumes that people who speak confidently about faith must be sincere, and cynical manipulators can exploit that trust.

Quirks

Keeps a running count of safe roads and dangerous crossings in the margins of his prayer book.
Writes a one-line blessing before every hunt, even if the paper is stolen or improvised.
Refuses to step on written prayers or scraps of scripture.
Carries small polished stones from every temple where he has received shelter.
Can identify several birds by call but gives each one a solemn religious nickname.

Background

Darnell was raised at the Shrine of the Open Hand, a small roadside temple where travelers, shepherds, and the injured were welcomed without question. He learned to copy prayers, bind wounds, prepare offerings, and listen to people who had nowhere else to put their grief. The shrine's priest, Mother Calista, taught him that faith was not merely a matter of kneeling before an altar. It was the discipline of showing up when the road was dangerous and someone else was afraid. Darnell took those words literally, and he soon became the shrine's escort for medicine caravans and pilgrims crossing the nearby wildlands. His first true hunt began when a group of raiders started preying on those caravans. Darnell tracked them through the forest, not to punish them for its own sake, but to ensure that the weak could travel safely again. Years spent reading footprints, weather, and animal behavior turned him into a capable ranger, while his temple training gave his work a quiet purpose. He now travels beyond the shrine's familiar roads, carrying its prayers into places where no priest can safely go. He still writes a short blessing before every dangerous journey, even when the only available writing surface is the back of an enemy's wanted poster.

“He learned to copy prayers, bind wounds, prepare offerings, and listen to people who had nowhere else to put their grief.”
From their backstory
Background
Acolyte

Connections

Species

Human

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