Taz
Taz
Sheet
AC 16 · HP 43 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Twin-Volley Assault
When Taz takes the Attack action
Taz can make a second weapon attack whenever he takes the Attack action.
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Hunter’s Mark
When A creature enters pursuit range or reveals a distinctive trail
As a Bonus Action, mark one creature you can see within range. Until the spell ends, your weapon attacks deal an extra 1d6 damage to the target when the spell applies. Taz can cast this spell without a slot three times per Long Rest.
- Knife-Edge Follow-Through
When Taz makes a qualifying Light weapon attack
A Nick mastery attack with the scimitar can be made as part of the Attack action rather than requiring a Bonus Action, when the weapon mastery rules apply.
Always on
- Colossus Slayer
When Taz hits an already-wounded creature
Once per turn, a weapon hit against a creature missing Hit Points deals an extra 1d8 damage.
- SpellcastingLevel 1
You can cast Ranger spells using Wisdom as your spellcasting ability. You have six prepared Ranger spells, and Hunter’s Mark is always prepared. You can cast Hunter’s Mark without a spell slot three times per Long Rest, regaining all uses when you finish a Long Rest.
- Favored EnemyLevel 1
Hunter’s Mark is always prepared for you. When you cast it with a spell slot, it uses the normal spell rules. While a creature is marked, your attacks deal an extra 1d6 damage to it when the spell applies.
- Weapon MasteryLevel 1
You can use the mastery properties of two proficient weapon types. Taz uses Longbow for Slow and Scimitar for Nick. You can change these choices after finishing a Long Rest.
- Deft ExplorerLevel 2
You gain Expertise in one skill proficiency. Taz has Expertise in Stealth. You also learn two additional languages of your choice.
- Fighting StyleLevel 2
You gain the Archery Fighting Style, granting a +2 bonus to attack rolls made with ranged weapons.
- Hunter SubclassLevel 3
You gain the Hunter subclass. Taz can read the strengths and weaknesses of a creature marked by Hunter’s Mark, including its Immunities, Resistances, and Vulnerabilities.
- Hunter’s PreyLevel 3
Colossus Slayer. Once per turn when Taz hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is missing any Hit Points.
- Ability Score ImprovementLevel 4
You gain the Ability Score Improvement feat. Taz increased Dexterity by 2, raising it to 18.
- TraitElf, Wood Elf lineageDarkvision, range 60 feet.
- Elven Lineage, Wood ElfElf, Wood Elf lineageSpeed increases to 35 feet, and Taz knows the Druidcraft cantrip. At character level 3, he always has Longstrider prepared and can cast it once without a spell slot per Long Rest. At character level 5, he always has Pass without Trace prepared and can cast it once without a spell slot per Long Rest.
- Fey AncestryElf, Wood Elf lineageAdvantage on saving throws made to avoid or end the Charmed condition.
- Keen SensesElf, Wood Elf lineageProficiency in Insight.
- TranceElf, Wood Elf lineageTaz does not need to sleep, cannot be put to sleep by magic, and can finish a Long Rest in 4 hours while remaining conscious.
- CrafterArtisan
Crafter. Taz is proficient with Painter’s Supplies, Weaver’s Tools, and Leatherworker’s Tools. He receives a 20 percent discount when buying nonmagical items and can craft items with proficient tools in 20 percent less time. His artisan’s work also serves as a practical way to earn trust, trade information, and gain access to communities.
Spells
10 spellsSpellcasting. Taz casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will):
1st level (4 slots): , , , , , ,
2nd level (2 slots): ,
Gear
16 itemsWeapons
- ScimitarCurved one-handed blade with a broad chopping edge
- ShortswordSlim secondary curved blade worn beside the scimitar
- LongbowGolden recurve longbow
Armor
- Studded Leather ArmorStudded leather armor, tailored in white leather and reinforced beneath the coat
Tools
- Painter’s SuppliesFine brushes, pigments, palette knives, portable mixing cup, and folding easel components
- Weaver’s ToolsTools for repairing the woven patterns in his coat and painting banners
- Leatherworker’s ToolsTools for shaping and repairing leather armor, bracers, and quivers
Gear
- 20×ArrowsArrows suitable for the longbow
- QuiverLeather quiver worn over the shoulder
- Druidic FocusSmall carved snowy-icy focus used as a druidic focus
- Explorer’s PackBedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and rope
- AbacusUsed to measure pigment, thread, and trade goods
- Merchant’s ScaleUsed for weighing pigments, gems, and small merchandise
- 2×PouchesContains spare charcoal, small paints, and personal keepsakes
- Traveler’s ClothesDurable traveling clothes beneath the white hunter’s coat
Purse
- 25×Gold PiecesUnspent coin from his apprenticeship and recent commissions
Appearance
Taz is a young mixed-skinned wood elf with a lean, athletic build, short curly black hair, and dark brown alert eyes. His face is open and visible, carrying a quietly defiant expression that becomes sharper whenever someone gives an order without explaining why. He smells faintly of linseed oil, cold pine resin, and bowstring wax, a scent he has stopped noticing. His gaze rarely rests on the speaker in a crowded room. Instead, it moves to hands, exits, windows, and the spaces between people. He wears a long snow-white hunter’s coat covered in subtle woven patterns, a small shoulder capelet, fitted sea-blue leather bracers, sturdy travel boots, and a pointed white leather tricorn-style hat. A golden recurve longbow rests at his side, with a leather quiver over one shoulder and paired curved blades at his belt. Faint blue tracking sigils glimmer across his gloves and coat hem.
Mannerisms
Taz rolls an arrow between the fingers of his off hand while thinking. When entering a new place, he silently counts doors, windows, and people carrying weapons. He often answers an insult by studying the speaker’s clothing as if considering how difficult it would be to repaint.
Personality
Taz is observant, dryly funny, and quietly generous. He prefers useful kindness to dramatic affection, repairing a stranger’s strap or painting a warning sign before admitting he cares. He is comfortable with long silences and becomes more talkative when discussing pigments, weather, or the hidden geometry of a trail. He dislikes being treated as fragile because of his youth and dislikes being treated as ancient because of his elven blood.
Ideals
Beauty is evidence. A careful image, a repaired object, or a trail preserved for the next traveler proves that someone chose not to let the world become careless.
Bonds
A remote mountain village shelters the last surviving members of his father’s traveling guild. Taz sends them coin, pigments, and hard-won trade contacts. He also carries a small carved icy focus made from the first tree his mother taught him to paint, and he will risk almost anything to recover the guild’s stolen pattern-book, which contains maps disguised as textile designs.
Flaws
Taz cannot leave a damaged thing alone. A torn banner, cracked bow, broken promise, or badly painted sign can pull him into a conflict he knows is strategically foolish. He is also suspicious of anyone who praises his talent before asking what he wants, because he assumes admiration is usually a leash.
Quirks
Background
Taz grew up between two kinds of forest. His elven mother belonged to a quiet woodland enclave that recorded seasons through woven banners and painted trail stones. His human father traveled from settlement to settlement, repairing coats, restoring signboards, and selling small landscapes to people who wanted proof that the wilderness could be beautiful without being tame. Taz inherited both traditions. He learned to read a trail as a composition of shapes and colors, then learned to alter that composition with paint, thread, and carefully placed decoys. His first hunting coat was white because his father insisted that a visible maker should never hide behind his work. Taz later added the blue bracers and tracking sigils himself.
“His elven mother belonged to a quiet woodland enclave that recorded seasons through woven banners and painted trail stones.”
- Background
- Artisan
Connections
Species
Elf, Wood Elf lineage
Media
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