Garran Vale
Garran Vale
Sheet
AC 18 · HP 45 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresBonus action
- Second WindLevel 1
When Bonus action on your turn
Regain hit points equal to 1d10 + 5 as a bonus action, once per short or long rest.
Always on
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn, once per short or long rest.
- Extra AttackLevel 5
When Attack action
Make two attacks instead of one when taking the Attack action.
- Improved Critical
When Weapon attack roll
Critical hit on a weapon attack roll of 19 or 20.
- Fighting Style: ArcheryLevel 1
Choose one Fighting Style. Garran gains a +2 bonus to attack rolls made with ranged weapons.
- Martial Archetype: ChampionLevel 3
Choose the Champion martial archetype. Your weapon attacks score a critical hit on a roll of 19 or 20.
- Champion FeaturesLevel 3
When you roll initiative and have no superiority dice or similar limited resources remaining, you regain one use of Second Wind. This is not a standard Champion feature in the 2014 rules and is omitted.
- Ability Score ImprovementLevel 4
You gain one Ability Score Improvement. Garran increases Constitution by 1 and Charisma by 1, raising them to 17 and 14.
- Ability Score IncreaseHumanIncrease all six ability scores by 1.
- TraitHumanMedium size.
- TraitHumanWalking speed of 30 feet.
- TraitHumanOne additional language of your choice, Dwarvish.
- TraitHumanHumans reach adulthood in their late teens and commonly live less than a century.
- Military RankSoldier
You retain the respect and loyalty of soldiers who served with you, and you can recognize military rank, organization, and conduct. You can invoke your military experience to secure basic aid and hospitality from friendly soldiers and veterans.
Gear
11 itemsWeapons
- LongswordA finely balanced longsword used as Garran’s primary melee weapon.
- Light CrossbowA light crossbow with a waxed leather case.
Armor
- Chain MailSteel mail armor made of interlocking metal rings, carefully repaired after years of service.
- ShieldA reinforced wooden shield bearing a white lantern emblem.
Tools
- Gaming SetA set of weighted bone dice used in camp games.
Gear
- 20×Crossbow BoltsAmmunition for the light crossbow.
- Dungeoneer's PackContains a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Insignia of RankA military insignia from Garran’s former company.
- Trophy from a Fallen EnemyA broken sword hilt taken from a fallen enemy commander.
- Common ClothesPlain but serviceable clothing suitable for travel.
Purse
- 10×Gold PiecesLoose coins kept in a leather pouch.
Appearance
A broad-shouldered human man with weathered bronze skin, close-cropped dark brown hair, and a neatly trimmed beard streaked with gray. A pale scar cuts through his left eyebrow, and his steady green eyes reveal years of discipline and quiet compassion. He wears well-maintained chain mail beneath a faded blue surcoat, carries a battered shield marked with a white lantern, and keeps a small brass medal tied around his wrist.
Mannerisms
Garran stands with his feet planted as though waiting for an inspection, cleans his shield whenever anxious, and addresses strangers by rank until they tell him otherwise.
Personality
Calm, observant, and protective. Garran speaks plainly, values preparation, and treats frightened civilians with more patience than he gives arrogant nobles. He is slow to trust but fiercely loyal once someone has earned his confidence.
Ideals
Duty. Strength exists to defend the vulnerable, not to command them.
Bonds
I carry the names of my fallen comrades and will not allow their sacrifice to be erased or dishonored.
Flaws
I distrust commanders and officials so deeply that I sometimes challenge legitimate orders at the worst possible moment.
Quirks
Background
Garran Vale was born in a frontier garrison where human farmers, traders, and soldiers lived behind the same rough timber walls. He joined the army young, less from patriotism than from a desire to protect the people who had raised him. Years of drills and border patrols turned him into a dependable shield-bearer, the soldier who held the line while others withdrew. He became known for carrying wounded comrades out of danger, even when the order to retreat had already been sounded. His company was eventually betrayed by a noble commander who abandoned them during a disastrous campaign. Garran survived with a handful of veterans and returned home carrying the commander’s discarded blue banner. Rather than allow the unit’s sacrifice to be forgotten, he now travels as a professional adventurer, taking contracts that place ordinary people between danger and ruin. He still follows military discipline, but he no longer obeys authority blindly. To Garran, a command is worthy only when it protects those unable to protect themselves.
“He joined the army young, less from patriotism than from a desire to protect the people who had raised him.”
- Background
- Soldier
Connections
Species
Human
Media
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