Hyltar
Hyltar
Sheet
AC 15 · HP 95 · 30 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
21 featuresBonus action
- Adrenaline RushOrcAs a Bonus Action, take the Dash action and gain temporary Hit Points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all uses after a Long Rest.
Always on
- Land's AidLevel 3
When When you expend a use of Wild Shape
Restore hit points to a nearby creature or deal Force damage to a nearby enemy when expending Wild Shape.
- Wild ShapeLevel 2
When As a Magic action
Assume a Beast form using the 2024 Wild Shape rules.
- Wild CompanionLevel 2
When By expending a use of Wild Shape
Summon a temporary spirit familiar by expending Wild Shape.
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom as your spellcasting ability. You use a druidic focus for spells with material components that lack a listed cost.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can also leave hidden messages in Druidic that other druids recognize automatically.
- Primal Order: MagicianLevel 1
You chose Magician as your Primal Order. You know one additional druid cantrip, and you have Expertise in either Arcana or Nature. Hyltar has Expertise in Nature.
- Circle of the LandLevel 3
You can choose a land type after each Long Rest. Your Circle Spells are always prepared and do not count against the number of spells you can prepare. Hyltar currently favors Grassland.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify. Hyltar increased Wisdom by 2, raising it to 16 before the provided final ability scores were established.
- Wild ResurgenceLevel 5
When you have no uses of Wild Shape left, you can expend a spell slot of level 1 or higher to regain one use. You can use this feature once per Long Rest.
- Natural RecoveryLevel 6
When you finish a Short Rest, you can recover one expended spell slot of level 5 or lower. You can use this feature once per Long Rest.
- Nature's WardLevel 6
You gain resistance to a damage type associated with your chosen land. While Grassland is selected, you have resistance to Lightning damage. You also cannot be Charmed or Frightened by Elementals or Fey, and you are immune to the Poisoned condition.
- Elemental FuryLevel 7
You chose Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any druid cantrip.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat for which you qualify. Hyltar increased Intelligence by 2, raising it to 14 before the provided final ability scores were established.
- Third-Circle SpellcastingLevel 11
You gain access to the sixth level of druid spellcasting and can prepare spells of that level.
- Circle Spells: GrasslandLevel 10
While your chosen land is Grassland, you always have the following spells prepared: Invisibility, Pass without Trace, Daylight, Haste, Divination, and Freedom of Movement. These spells do not count against your prepared spells.
- Land's StrideLevel 10
Your connection to the land lets you ignore nonmagical difficult terrain, and magical difficult terrain costs you only 1 extra foot of movement for every 2 feet moved.
- DarkvisionOrcYou can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. You perceive colors in darkness only as shades of gray.
- Relentless EnduranceOrcWhen reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you cannot use it again until you finish a Long Rest.
- Powerful BuildOrcYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Shelter of the FaithfulAcolyte
You can invoke the aid of the temple, shrine, or religious community where you served. You and your companions can usually receive modest healing, care, shelter, and basic support from sympathetic members of your faith, provided you do not endanger them or abuse their hospitality.
Spells
22 spellsSpellcasting. Hyltar casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , , ,
1st level (4 slots): , , , , , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (2 slots): ,
6th level (1 slot):
Gear
8 itemsWeapons
- SickleA curved farming blade used as both tool and weapon
Armor
- Hide armorFlexible hide armor suitable for a traveling wilderness priest
- ShieldA wooden shield painted with a spiral leaf motif
Tools
- Calligrapher's suppliesA set of fine pens, ink, parchment, and a small seal used for copying prayers and ritual texts
- Herbalism kitA pouch of dried herbs, medicinal roots, and prepared remedies
Gear
- Druidic focusA living sprig of rowan wrapped in copper wire, used as a druidic spellcasting focus
- Explorer's packA pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
- Acolyte religious equipmentA small prayer book, five sticks of incense, vestments, ordinary clothes, and a pouch containing 15 gp
Appearance
Hyltar is a broad-shouldered orc with deep green-gray skin, amber eyes, and long black hair bound with strips of faded red cloth. His lower tusks are capped with small rings of carved bone. He wears well-maintained hide armor beneath a weathered green cloak, with countless careful repairs sewn in pale thread. Within a minute of meeting him, most people notice that he repeatedly checks the knot securing his wooden holy symbol and herbalism pouch, even when both are already firmly fastened.
Mannerisms
Hyltar speaks in short, deliberate phrases, often pausing to listen to birds or wind before answering. He touches his wooden holy symbol whenever he makes a promise, and he silently mouths the first line of a prayer while preparing spells.
Personality
Hyltar is observant, blunt, and unexpectedly gentle with the sick, frightened, and small. He distrusts institutions but respects people who perform difficult work without demanding praise. He enjoys unsettling pompous officials with technically accurate answers and has a dry sense of humor that appears only after danger has passed.
Ideals
Freedom. The wild does not ask permission to grow, burn, flood, or return. Neither should I. Order is useful only until it begins to suffocate life.
Bonds
The ruined shrine where I trained still contains a living root beneath its altar. I will restore it, even if the people who destroyed the shrine return.
Flaws
I mistake compromise for corruption and would rather break an alliance than admit that someone else may be right. When frightened, I become dismissive and reckless, especially if someone tries to give me orders.
Quirks
Background
Hyltar was born among an orc clan that moved with the herds and storm fronts, following old trails through lands claimed by villages, barons, and occasionally more dangerous things. As a child, he learned that the clan's survival depended less on strength than on noticing what changed. A bird going silent, a river running warm, a patch of grass growing too evenly, these were warnings. His talent for reading such signs brought him to the attention of an itinerant nature-priest who served both the old spirits and the hungry people who came seeking help. The priest took Hyltar to a remote shrine, where he became an acolyte and learned prayers, herbal remedies, sacred calligraphy, and the secret language of the druids. Hyltar never became comfortable with hierarchy. He believes reverence is owed to living things and to the balance of the world, not to officials who claim ownership over either. After his teacher died defending the shrine from loggers and mercenaries, Hyltar left with the priest's wooden symbol, a pouch of seeds, and a conviction that sacred places must be protected by action rather than ceremony. He now wanders as a healer, saboteur, and reluctant guardian, helping communities when their needs align with his instincts and abandoning causes the moment they become cages.
“As a child, he learned that the clan's survival depended less on strength than on noticing what changed.”
- Background
- Acolyte
Connections
Species
Orc
Media
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