Aldric Tannerson
Aldric Tannerson
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PerceptionWIS
- PersuasionCHA
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAction
- Primeval AwarenessLevel 3
You can use your action and expend one ranger spell slot to focus your awareness on the region around you to sense certain types of creatures.
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Favored Enemy (Monstrosities)Level 1
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
- Natural Explorer (Forest)Level 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
- Fighting Style (Archery)Level 2
You gain a +2 bonus to attack rolls you make with ranged weapons.
- SpellcastingLevel 2
You can cast ranger spells using Wisdom as your spellcasting ability.
- Hunter's Prey (Colossus Slayer)Level 3
Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.
- TraitHumanExtra Language (Elvish)
- Guild MembershipGuild Artisan
You are an established and respected member of a guild with connections and benefits, including food and lodging if needed.
Spells
4 spellsSpellcasting. Aldric Tannerson casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): ,
2nd level (2 slots): ,
Gear
8 itemsWeapons
- 2×ShortswordMartial melee weapon.
- LongbowMartial ranged weapon, heavy, two-handed.
Armor
- Scale MailMedium armor providing base 14 AC.
Tools
- Leatherworker's ToolsTools for working with hides.
Gear
- 20×ArrowArrows for a longbow.
- Dungeoneer's PackA backpack containing basic survival gear.
- Traveler's ClothesRugged clothes for travel.
- Guild Letter of IntroductionOfficial correspondence from the Leatherworker's Guild.
Appearance
Aldric stands at an average height with a sturdy, wiry build. His skin is tanned and weathered, looking almost as tough as the high-quality, oil-rubbed leather armor he wears. He keeps his salt and pepper hair tied back in a short, practical tail and maintains a short beard that is surprisingly well groomed for a man who spends weeks in the brush. His fingers are calloused and stained slightly by the dyes and oils of his trade.
Mannerisms
He has a habit of squinting as if he is looking for a weak point in a hide and frequently wipes his skinning knife on a clean cloth despite it being already spotless.
Personality
He is a man of quiet focus and professional pride. Aldric speaks with the cadence of a businessman, always looking for the most efficient way to complete a task. He is polite but distant, often observing the construction of other people's gear with a critical, silent eye. He believes that every tool should be cared for properly and that every hunt should be conducted with total respect for the balance of nature.
Ideals
Reliability. If you provide a service or a product, it must be of the highest quality and delivered on time.
Bonds
The Oakhaven Leatherworkers Guild provided me a life when I had nothing, and I will always honor their name and interests.
Flaws
I am overly critical of equipment and gear that I didn't make myself, often pointing out minor flaws that irritate my companions.
Quirks
Background
Aldric spent his first twenty years within the cramped quarters of the Oakhaven Leatherworkers Guild, honing the tedious craft of tanning and stitching. While he was skilled, the repetition of city life grated against his spirit. He eventually realized that the most extraordinary materials were found not in trade caravans but in the dangerous frontiers where normal men feared to step. He left the guildhall to harvest these materials himself, evolving from a simple artisan into a deadly woodsman who understood his prey from the inside out. Now, Aldric provides the guild with exotic beast hides that others cannot obtain. He views his adventures not as quests for heroism, but as a specialized extension of his commercial trade. He has learned to survive in the wild not because he loves the forest, but because he respects its lethality and the treasures it hides within its shadowed depths. He remains a member of his guild in good standing, often using his influence to negotiate better prices for rare components he finds during his travels.
“While he was skilled, the repetition of city life grated against his spirit.”
- Background
- Guild Artisan
Connections
Species
Human
Media
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