Earl
Earl
Sheet
AC 13 · HP 8 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- DruidicLevel 1
Earl knows the secret language of druids. He can use it to leave hidden messages, identify other druids, and recognize messages left by them. Others can notice the message but cannot decipher it without magic.
- SpellcastingLevel 1
Earl can cast druid spells using Wisdom as his spellcasting ability. He uses a druidic focus, such as a sprig of mistletoe, to replace material components when permitted.
- DarkvisionHalf-OrcEarl can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
- MenacingHalf-OrcEarl is proficient in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, Earl can drop to 1 hit point instead. This can be used once per long rest.
- Savage AttacksHalf-OrcWhen Earl scores a critical hit with a melee weapon attack, he can roll one additional weapon damage die and add it to the critical damage.
- TraitHalf-OrcOrcish blood gives Earl unusual physical resilience, reflected by a +2 Strength bonus and a +1 Constitution bonus.
- WandererOutlander
Earl has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and natural features he has seen. He can also find food and fresh water for himself and up to five other people each day, provided the land offers them.
Spells
8 spellsSpellcasting. Earl casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , , , , ,
Gear
7 itemsWeapons
- ScimitarA curved blade suited to cutting brush as well as fighting, kept wrapped in oiled cloth.
Armor
- ShieldA battered but carefully maintained wooden shield reinforced with leather straps.
- Leather armorA suit of worn leather armor repaired with cord and patches of darker hide.
Tools
- Musical instrument, bone whistleA carved bone whistle used to signal companions across forests and ravines.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Druidic focusA living sprig of mistletoe tied around a smooth piece of ash wood.
- Outlander starting gearA small hunting knife, a set of winter clothes, and a pouch containing 10 gold pieces.
Appearance
Earl is a broad-shouldered half-orc with moss-green skin, a heavy brow, small lower tusks, and thick black hair usually tied with strips of bark. His leather armor fits poorly across his chest and has been repaired with mismatched cord, while his wooden shield is carefully polished and covered in tiny charcoal drawings of leaves, animal tracks, and weather signs. His hands are large and rough, with permanently darkened nails and calluses from digging roots, splitting kindling, and handling thorny plants. He carries himself with quiet patience, though his attentive amber eyes rarely stop studying the ground, the sky, or the people around him.
Mannerisms
Earl pauses before answering difficult questions and glances toward the nearest living plant, as if consulting it. He tests unfamiliar water with one fingertip, rubs his thumb over the grain of his shield when thinking, and speaks to pack animals in a low, formal voice.
Personality
Earl is patient, observant, and quietly protective. He prefers practical kindness over grand speeches, often repairing a broken strap or sharing food before anyone notices he has helped. He is slow to trust polished authority, but deeply loyal to people who show care for the land and for those who depend on it.
Ideals
Mercy. Strength exists to shelter those who have less of it. No creature should be judged solely by its ancestry, appearance, or usefulness.
Bonds
The old forest that raised Earl is his home and his responsibility. He carries a broken piece of his parents' trail marker and will risk himself to protect travelers, isolated communities, and wild places from exploitation.
Flaws
Earl assumes that anyone who mocks nature or dismisses the vulnerable is already beyond reason. He can become stubbornly judgmental, and when frightened or angry he withdraws into silence instead of explaining what he needs.
Quirks
Background
Earl was raised on the edge of a vast woodland where his half-orc mother gathered medicinal plants and his human father guided caravans through difficult country. He learned early that survival was not about being the strongest person in the forest. It was about noticing which birds had gone silent, which berries had been nibbled, and which stream carried silt after a distant storm. When his parents died during a harsh winter, Earl continued their work alone, guiding travelers, tending wounded strangers, and leaving offerings for the spirits of places that had sheltered him. A wandering druid eventually found Earl nursing an injured badger beside an abandoned trail marker. Rather than drive him away, the druid taught him the old words of Druidic and showed him how to listen for the balance beneath the noise of the world. Earl has recently left the woodland to travel beyond the routes he knows, convinced that something is poisoning the natural order. He hopes to help people without allowing fear of his orc blood to decide what they deserve, though he still struggles to understand why some civilized folk find kindness suspicious when it comes from him.
“He learned early that survival was not about being the strongest person in the forest.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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