Hall
Hall
Sheet
AC 10 · HP 10 · 30 ft.Saving throws
Skills
- AthleticsSTR
- IntimidationCHA
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- TraitAasimarHealing Hands (As an action, touch a creature and restore 1d4 HP, once per Long Rest)
Always on
- Favored EnemyLevel 1
You always have Hunter's Mark prepared. You can cast it twice per Long Rest without expending a spell slot.
- SpellcastingLevel 1
You can cast primal spells. You have two level 1 spell slots.
- Weapon MasteryLevel 1
You can use the mastery properties of two kinds of weapons. Chosen: Longbow (Slow) and Shortsword (Vex).
- TraitAasimarDarkvision (60 ft.)
- TraitAasimarCelestial Resistance (Resistance to Radiant and Necrotic damage)
- TraitAasimarLight Bearer (Know the Light cantrip, using Charisma)
- Savage AttackerSoldier
Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll.
Spells
4 spellsSpellcasting. Hall casts with Wisdom (spell save DC 9, to hit with spell attacks).
Cantrips (at will):
1st level (2 slots): , ,
Gear
6 itemsWeapons
- 2×ShortswordA light, piercing blade.
- LongbowA heavy wooden bow with 20 arrows.
Armor
- Leather ArmorBasic protective hide.
Tools
- Bone DiceA set of gambling dice.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Insignia of RankA faded military patch.
Appearance
Hall is an Aasimar of unusually fragile build. His skin has a faint, pearlescent sheen that appears like bruised silk, and his eyes are a startling, solid gold. He wears ill-fitting scale mail that clanks awkwardly with every step. Despite his celestial heritage, he looks perpetually exhausted, with messy brown hair and a slouch that suggests he is trying to take up as little space as possible.
Mannerisms
He constantly adjusts his gear to stop it from rattling, and he always sleeps with his back against a solid surface.
Personality
Hall is profoundly humble, often to the point of self-deprecation. He possesses a quiet, stubborn resilience, believing that showing up is more important than being the best. He is soft-spoken and prone to apologizing for things that are not his fault, but his kindness is genuine and unshakable.
Ideals
Sacrifice. It does not matter if I fall, as long as the person behind me stands a little longer.
Bonds
I carry the names of my fallen squad members carved into my bow. I will never let their memories fade.
Flaws
I am convinced that I am a burden to any group I join, and I often hesitate to act for fear of making a mistake.
Quirks
Background
Born under the sign of a falling star, Hall was expected to be a champion. However, his celestial spark seemed to have drained his physical vitality rather than enhancing it. He was raised in a military family where weakness was a sin, and he eventually joined the frontier scouts to prove he could contribute. During a brutal winter campaign, his entire unit was lost to a plague and subsequent goblin raids. Hall only survived because his celestial blood resisted the sickness, allowing him to limp through the wilderness for weeks. He didn't survive through skill or strength, but through sheer, painful endurance. He became a ranger out of necessity, learning to track and forage just to see the next sunrise. He now wanders the world, feeling like a cosmic mistake but determined to use his borrowed time to protect others who are just as vulnerable as he is. He carries his old military insignia not as a badge of pride, but as a reminder of the men who were stronger than him but didn't have his luck.
“However, his celestial spark seemed to have drained his physical vitality rather than enhancing it.”
- Background
- Soldier
Connections
Species
Aasimar
Media
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