Darnell
Darnell
Sheet
AC 16 · HP 58 · 40 ft., climb 40 ft., swim 40 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAlways 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 spellsSpellcasting. 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 itemsWeapons
- ScimitarMartial melee weapon with the Nick mastery property
- ShortswordMartial melee weapon with the Vex mastery property
- LongbowMartial ranged weapon with the Slow mastery property
Armor
- Studded Leather ArmorStudded leather armor, Armor Class 12 plus Dexterity modifier
Tools
- Calligrapher's SuppliesUsed for copying prayers, recording tracks, and preparing religious documents
Gear
- 20×ArrowsAmmunition for the longbow
- QuiverContainer for the arrows
- Druidic FocusSprig of mistletoe used as a druidic focus
- Explorer's PackIncludes a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Book of PrayersCollection of copied prayers and devotional writings
- Holy SymbolSymbol of the Open Hand faith
- 10×ParchmentFor copying prayers, maps, and written reports
- RobeCeremonial clothing from the Shrine of the Open Hand
Purse
- 8×Gold PiecesStarting 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
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.”
- Background
- Acolyte
Connections
Species
Human
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