Edrin Vale
Edrin Vale
Sheet
AC 11 · HP 9 · 30 ft.Saving throws
Skills
- AthleticsSTR
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- SpellcastingLevel 1
You are trained to call upon primal magic. You can cast druid spells using Wisdom as your spellcasting ability, and you prepare a number of druid spells each day equal to your Wisdom modifier plus your druid level.
- Druid CantripsLevel 1
You know two cantrips of your choice from the druid spell list.
- Prepared SpellsLevel 1
At 1st level, you can prepare one 1st-level druid spell, since your Wisdom modifier is 0 and your druid level is 1. You can change your prepared spells after a long rest.
- DruidicLevel 1
You know Druidic, the secret language of druids. It is a hidden code used to leave messages and preserve lore among your kind.
- Ability Score IncreaseHumanYour ability scores increase by 1 in all six abilities.
- LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
- VersatileHumanHumans are adaptable, quick to learn, and able to thrive in many environments.
- WandererOutlander
You have an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and hidden paths you have traveled.
Spells
3 spellsSpellcasting. Edrin Vale casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots):
Gear
9 itemsWeapons
- ScimitarA scimitar for close defense and ritual travel.
Armor
- Leather ArmorLeather armor from druid starting equipment.
- Wooden ShieldA wooden shield carved with claw marks and leaf motifs.
Tools
- FluteA wooden flute given by the band of wanderers who first taught him to sleep under open sky.
Gear
- Explorer's PackAn explorer's pack containing gear for travel and survival.
- Druidic FocusA druidic focus carved from ashwood and wrapped with river reeds.
- Hunting Trap TrophyA traveler’s trophy taken from a beast he once tracked, kept as a reminder of the hunt.
- Traveler's ClothesA worn set of traveler’s clothes suited for long treks.
- Field NotebookA staff-cut notebook filled with sketches of tracks, herbs, and weather notes.
Appearance
A lean human man with sun-browned skin, thoughtful gray-green eyes, and ink-stained fingers that never quite look at home on him. He wears practical leathers layered under a travel-worn cloak of stitched leaves and twine, and carries a wooden shield carved with animal tracks. His hair is dark, kept tied back with a strip of hide, and his expression is usually alert, as if he is listening for something no one else can hear.
Mannerisms
He speaks softly at first, as if not to startle the air itself, and unconsciously counts plants, stones, or footsteps when thinking. When uncomfortable, he touches the carved edge of his shield and listens before he answers.
Personality
Quietly curious, patient, and unexpectedly stubborn, Edrin is the sort of man who will listen to a birdcall for a full minute before speaking, then produce a perfectly reasoned plan for how to cross a ravine. He is courteous without being formal, favors directness over charm, and shows affection through practical help rather than grand words.
Ideals
Balance. Every living thing has a place, and every place has a cost. He believes mercy is strongest when paired with discipline, and that wisdom means knowing when to heal and when to cut away rot.
Bonds
He carries a small slate tablet from his childhood home, the last reminder of the family he left behind, and he intends to return one day with wisdom enough to protect both town and wilderness.
Flaws
He trusts patterns more easily than people, and when a situation refuses to behave logically, he can become stubbornly convinced he simply has not studied it enough. He also feels responsible for every wounded field, broken stream, and frightened creature he encounters, even when that burden is plainly too heavy for one person.
Quirks
Background
Edrin Vale was born in a stone city that prized ledgers, laws, and lectures, but he never fit neatly among shelves and counting houses. He spent his boyhood wandering the edges of the nearby wilds, sketching plants in the margins of borrowed books and asking why the same stream could feed both a village and a fox den. The elders called him clever, but restless. Edrin called it curiosity, and curiosity eventually led him beyond the walls entirely, where he found that the woods answered him more honestly than people did. He was taken in by a solitary circle of druids who taught him that balance was not passivity, but the work of tending, pruning, and sometimes defending what mattered. Though his mind is quick and his tongue is capable of elegant arguments, he remains happiest with soil on his boots and weather on his face. Now he travels as an outlander who knows both the language of scholars and the silence of deer trails, seeking places where civilization has wounded the land, and learning how to heal them without breaking what little harmony still survives.
“Though his mind is quick and his tongue is capable of elegant arguments, he remains happiest with soil on his boots and weather on his face.”
- Background
- Outlander
Connections
Species
Human
Media
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