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Wolf Evergreen - AI-generated fantasy Character

Wolf Evergreen

Aasimar · Ranger (Hunter) · Level 5 · Acolyte

Wolf Evergreen

Wolf is patient, observant, and unnervingly courteous.
AC16
HP29/29
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 29 · 30 ft.
AlignmentChaotic EvilGenderMaleAge28 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Calligrapher's Supplies

Languages

Common,
Celestial,
Infernal

Features

24 features

Bonus action

  • Hunter's Mark

    When Bonus Action

    As a Bonus Action, mark one creature you can see within 90 feet. Until the spell ends, attacks against it deal an extra 1d6 Force damage once per turn, and you have Advantage on Wisdom (Perception or Survival) checks to find it. Concentration, up to 1 hour.

  • Celestial RevelationLevel 3

    When Bonus Action

    As a Bonus Action, transform into a celestial revelation form for 1 minute, gaining a 30-foot Fly Speed and an additional celestial effect.

  • Deft Explorer: CannyLevel 2

    You can take the Search action as a Bonus Action. You also gain expertise in one skill with which you have proficiency. Wolf has expertise in Survival.

Always on

  • Ambush Movement

    When Immediately after rolling Initiative

    After rolling Initiative, move up to your Speed without provoking Opportunity Attacks.

  • Colossus Slayer

    When Hit a wounded creature with a weapon

    Once per turn, when you hit a creature with a weapon and it is missing any Hit Points, deal an extra 1d8 damage.

  • Weapon MasteryLevel 1

    You gain proficiency with martial weapons and can use the Mastery properties of two kinds of weapons with which you are proficient. Wolf has chosen the shortsword and longbow.

  • Deft ExplorerLevel 1

    You have advantage on Initiative rolls. In addition, immediately after you roll Initiative, you can move up to your Speed without provoking Opportunity Attacks.

  • Fighting Style: ArcheryLevel 2

    You adopt a particular style of fighting as your specialty. Wolf gains a +2 bonus to attack rolls made with ranged weapons.

  • SpellcastingLevel 2

    You gain the ability to cast prepared Ranger spells using Wisdom as your spellcasting ability. You can prepare four Ranger spells, and Hunter's Mark is always prepared for you.

  • Favored EnemyLevel 2

    You can deal extra damage to a creature marked by your Hunter's Mark. Once during each of your turns, when you hit the marked creature with an attack, the attack deals an extra 1d6 Force damage.

  • Ranger Subclass: HunterLevel 3

    You gain a subclass. Wolf follows the Hunter archetype.

  • Hunter's Prey: Colossus SlayerLevel 3

    You gain a feature from your Hunter subclass. Once per turn, when you hit a creature with a weapon, you can deal an extra 1d8 damage if the creature is missing any of its Hit Points.

  • Healing HandsLevel 1

    You can restore Hit Points to a creature you touch, including yourself, by rolling a number of d4s equal to your Proficiency Bonus. Once used, this trait requires a Long Rest to use again.

  • Light BearerLevel 1

    You know the Light cantrip. Charisma is your spellcasting ability for it.

  • Celestial ResistanceLevel 1

    You have Resistance to Necrotic and Radiant damage.

  • DarkvisionLevel 1

    You have Darkvision with a range of 60 feet.

  • Origin Feat: Magic Initiate (Cleric)Level 1

    You gain two Cleric cantrips and one level 1 Cleric spell from the Magic Initiate feat. Wisdom is your spellcasting ability for these spells. You can cast the level 1 spell once without a spell slot per Long Rest, and you can also cast it using spell slots.

  • TraitAasimarDarkvision, 60 feet.
  • TraitAasimarCelestial Resistance to Necrotic and Radiant damage.
  • TraitAasimarHealing Hands, restore Hit Points equal to 1d4 per Proficiency Bonus once per Long Rest.
  • TraitAasimarLight Bearer, know the Light cantrip, using Charisma as the spellcasting ability.
  • TraitAasimarCelestial Revelation, available from level 3, grants a celestial transformation for 1 minute once per Long Rest.
  • TraitAasimarCelestial Revelation can grant a 30-foot Fly Speed and an additional Radiant or Necrotic effect, or frighten nearby creatures depending on the chosen revelation.
  • Shelter of the FaithfulAcolyte

    You can usually find shelter, food, and basic assistance at temples and shrines of your faith or aligned faiths. Those who share your religious traditions will help you, but they expect you to assist with simple duties in return.

Spells

8 spells

Spellcasting. Wolf Evergreen casts with Wisdom (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , , , ,

2nd level (2 slots): no spells

Gear

11 items

Weapons

  • 2×
    Shortsword
    Martial melee weapon, 1d6 Piercing damage, Nick mastery property.
  • Longbow
    Martial ranged weapon, 1d8 Piercing damage, Slow mastery property.

Armor

  • Scale Mail
    Medium armor, Armor Class 14 plus Dexterity modifier, maximum Dexterity bonus of 2.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Dungeoneer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, and 50 feet of hempen rope.
  • Holy Symbol
    A symbol representing a deity or religious tradition.
  • Prayer Book
    A collection of prayers and religious teachings.
  • 5×
    Incense
    Used in religious ceremonies.
  • Vestments
    Ceremonial religious clothing.
  • Common Clothes
    Ordinary clothing suitable for travel.

Purse

  • 15×
    Gold Pieces
    A small pouch containing starting currency.

Appearance

Wolf Evergreen is a lean, pallid aasimar man with ash-blond hair, faintly luminous gray skin, and eyes that glow softly gold when he is angry. His ranger's scale mail is darkened with oil and forest grime, and a weather-stained green cloak hangs from his shoulders. A small wooden prayer token is always tied to his left wrist. He repeatedly checks its frayed cord with his thumb, as though confirming that it has not vanished. His movements are quiet and deliberate, but his smile is unsettlingly gentle when he describes violence.

Mannerisms

Wolf speaks softly, often lowering his voice when describing something cruel. During conversations, he checks the prayer token on his wrist, counts exits without looking directly at them, and pauses to listen whenever someone says the word mercy.

Personality

Wolf is patient, observant, and unnervingly courteous. He prefers to make others feel watched rather than immediately threatened, because anticipation is more useful to him than surprise. He respects competence in any form, including the competence of enemies, but he has no sympathy for innocence. He is most relaxed in hostile wilderness, where every living thing has a reason to flee.

Ideals

Freedom through fear. No god, law, captor, or conscience will ever place a chain around my choices again. If people must suffer to understand that truth, their suffering is educational.

Bonds

The frayed prayer token from his parents is the last thing he owns that was not taken from him. He will destroy anyone who desecrates it, even if doing so ruins a carefully planned hunt.

Flaws

Wolf mistakes compassion for weakness and weakness for an invitation. He cannot resist prolonging a hunt when terror would be more satisfying than efficiency. He also secretly fears that the celestial light within him is proof that his parents were right, and that some part of him remains capable of becoming good.

Quirks

Names every trail after the first person he hunted there.
Collects broken arrowheads and arranges them by the sound they made when they struck bone.
Smiles politely whenever someone threatens him.
Refuses to sleep with his back to a door or an open window.
Whispers short prayers to his dead parents before beginning a hunt.

Background

Wolf Evergreen was born beneath a winter aurora, the child of two devout caretakers who believed the celestial radiance in their blood made them responsible for protecting the helpless. Their faith was sincere, but their village was not merciful. When raiders came, Wolf's parents were killed defending the shrine, and Wolf was taken alive because his captors wanted to know whether an aasimar could be made to beg. They tortured him for months, whipping him until he nearly died, then forcing him to track fugitives through the wilderness while starving and drugging him. Wolf learned every lesson they intended to teach, but twisted each one into something crueler. He became an exceptional hunter, able to read broken grass, blood flecks, and frightened breathing. When he finally escaped, he returned to the ruined shrine, took his parents' prayer token, and decided that mercy was merely a slower form of control. Now he serves no temple and obeys no master. He hunts whoever interests him, especially those who believe their goodness makes them safe, while treating his inherited celestial power as a weapon against the world that failed him.

“Their faith was sincere, but their village was not merciful.”
From their backstory
Background
Acolyte

Connections

Species

Aasimar

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