Corvin Hale
Corvin Hale
Sheet
AC 16 · HP 39 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Primeval AwarenessLevel 3
Corvin can use an action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot expended, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile, or within 6 miles in his favored terrain. This feature does not reveal their exact location or number.
Always on
- Extra AttackLevel 5
When When taking the Attack action on Corvin's turn.
Make two weapon attacks instead of one when taking the Attack action.
- Colossus Slayer
When When Corvin hits an injured creature with a weapon attack.
Once per turn, deal an extra 1d8 damage to a creature below its hit point maximum when hitting it with a weapon attack.
- Archery
When Whenever making an attack with a ranged weapon.
Add +2 to ranged weapon attack rolls.
- Favored EnemyLevel 1
Corvin has one favored enemy type, humanoids, specifically bandits and members of criminal organizations. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also learns one language of his choice, Undercommon.
- Natural ExplorerLevel 1
Corvin is particularly familiar with arctic terrain. His proficiency bonus is doubled for Intelligence and Wisdom checks related to the arctic, he can navigate without becoming lost except by magical means, remains alert to danger while traveling alone, can move stealthily at a normal pace when traveling alone, finds twice as much food while foraging, and can track other creatures while traveling at a normal pace.
- Fighting StyleLevel 2
Corvin adopts Archery as his fighting style, gaining a +2 bonus to attack rolls he makes with ranged weapons.
- SpellcastingLevel 2
Corvin is a 5th-level ranger spellcaster. Wisdom is his spellcasting ability. He knows four ranger spells and can use a druidic focus or component pouch when required.
- Ranger Archetype, HunterLevel 3
Corvin has chosen the Hunter archetype. He gains the Colossus Slayer feature, allowing him once per turn to deal an extra 1d8 damage to a creature he hits with a weapon attack if that creature is below its hit point maximum.
- Ability Score IncreaseHumanIncrease each ability score by 1.
- Extra LanguageHumanLearn one additional language of your choice.
- TraitHumanMedium size.
- TraitHumanBase walking speed of 30 feet.
- WandererOutlander
Corvin has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and natural features he has seen, and he can find food and fresh water for himself and up to five other people each day, provided the land offers anything to find.
Spells
4 spellsSpellcasting. Corvin Hale casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (2 slots):
Gear
11 itemsWeapons
- 2×ShortswordA versatile pair of balanced blades used for close fighting and practical camp work.
- LongbowA hunting bow reinforced with dark yew and shaped for use in freezing weather.
Armor
- Scale MailA protective shirt of metal scales worn beneath Corvin's winter cloak. Its maximum Dexterity bonus is +2, and it imposes disadvantage on Dexterity (Stealth) checks.
Tools
- StaffA sturdy wooden staff used for walking, testing snow, and defending a campsite.
- Pan FluteA simple pan flute Corvin learned to play during long nights in isolated hunting camps.
Gear
- 20×ArrowsA quiver containing twenty arrows.
- Dungeoneer's PackA pack containing essential adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting TrapA metal hunting trap with a spring-loaded jaw mechanism.
- Trophy from a Slain AnimalA token taken from a defeated creature or dangerous wilderness expedition, in Corvin's case a frost-blackened wolf fang.
- Traveler's ClothesHeavy, patched clothing suitable for travel through cold wilderness.
Purse
- 10×Gold PiecesCoin remaining from Corvin's former work as a guide, poacher, and black-market courier.
Appearance
Corvin is a lean, weather-hardened human man with windburned skin, a narrow face, and pale gray eyes that constantly scan the horizon. His dark brown hair is tied back with strips of old blue cloth, and a short, uneven beard frames a mouth usually set in a skeptical half-smile. He wears battered scale mail beneath a fur-lined gray cloak, with a blackened raven feather tied to his left shoulder. His hands are scarred from traps, bowstrings, and cold iron, and a faded burn mark climbs from his right wrist toward his elbow.
Mannerisms
Corvin rarely stands with his back to an open door. When thinking, he rubs the raven feather at his shoulder and counts nearby exits under his breath. He speaks in short, practical sentences, but becomes unexpectedly poetic when describing snow, distant lights, or the sound of a forest before a storm.
Personality
Corvin is suspicious, resourceful, and fiercely independent. He has a dry sense of humor and an instinct for finding the useful thing everyone else has discarded. Though he claims not to care about anyone, he quietly repairs other people's gear, leaves food where starving travelers will find it, and watches over sleeping companions from the edge of camp.
Ideals
Freedom. No lord, brotherhood, goddess, or law has the right to decide who gets to live. People survive best when they are allowed to choose their own path, even when those choices are ugly.
Bonds
He carries a broken iron key from his family's home in Easthaven and intends to return one day, even if only to discover what remains beneath the ice.
Flaws
Corvin assumes every organization is corrupt and every promise has a hidden price. He is quick to abandon a plan when survival is at stake, even if others are counting on him, and he sometimes mistakes cruelty for practicality.
Quirks
Background
Corvin Hale was born in Easthaven, where he learned early that survival depended less on courage than on knowing when to run, when to hide, and when to take what others had overlooked. He knew the frozen roads, the fishing camps, and the isolated trails around the Ten-Towns better than most caravan guards. When the Arcane Brotherhood's schemes helped bring ruin down upon Easthaven, Corvin escaped with little more than his bow, a chipped hunting knife, and the memory of streets swallowed by fire and frost. He spent weeks moving through the white wilderness, guiding refugees and scavenging whatever the dead could no longer use.
“He knew the frozen roads, the fishing camps, and the isolated trails around the Ten-Towns better than most caravan guards.”
- Background
- Outlander
Connections
Species
Human
Media
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