Aethril
Aethril
Sheet
AC 16 · HP 25 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Primeval AwarenessLevel 3
Aethril can use an action and expend a ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot used, he can sense whether certain creature types are present within 1 mile, or within 6 miles in his favored terrain, though this feature does not reveal their exact location or number.
Bonus action
- TranceLevel 1
Aethril can use a bonus action to assume a state of heightened awareness for 10 minutes. While in this state, he can hear normally and has advantage on Wisdom (Perception) checks that rely on hearing.
Always on
- Extra Attack
When When taking the Attack action
Aethril can make one additional weapon attack when he takes the Attack action on his turn.
- Fey AncestryLevel 1
Aethril has advantage on saving throws against being frightened, and magic cannot put him to sleep.
- Favored EnemyLevel 1
Aethril chooses beasts as his favored enemies. 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, Giant.
- Natural ExplorerLevel 1
Aethril is particularly familiar with forest terrain. While traveling for an hour or more in forest, he gains the benefits of natural explorer, including being unaffected by difficult terrain, avoiding getting lost except by magical means, remaining alert while performing other activities, moving stealthily at a normal pace when alone, finding twice as much food, and learning the exact number, sizes, and how long ago of creatures tracked.
- SpellcastingLevel 2
Aethril is a spellcaster. Wisdom is his spellcasting ability, and he knows three ranger spells. He has three 1st-level spell slots, which are regained after a long rest.
- Fighting Style: ArcheryLevel 2
Aethril adopts the Archery fighting style, gaining a +2 bonus to attack rolls made with ranged weapons.
- Ranger Archetype: Hunter, Colossus SlayerLevel 3
Aethril chooses the Hunter archetype and gains the Colossus Slayer feature. Once per turn, when he hits a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is below its hit point maximum.
- TraitElf (Wood Elf)Darkvision, Aethril can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElf (Wood Elf)Keen Senses, Aethril is proficient in the Perception skill.
- TraitElf (Wood Elf)Fey Ancestry, Aethril has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitElf (Wood Elf)Trance, Aethril does not need to sleep and can finish a long rest in 4 hours by meditating.
- TraitElf (Wood Elf)Elf Weapon Training, Aethril is proficient with the longsword, shortsword, shortbow, and longbow.
- TraitElf (Wood Elf)Fleet of Foot, Aethril's walking speed is 35 feet.
- TraitElf (Wood Elf)Mask of the Wild, Aethril can attempt to hide when lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
- DiscoveryHermit
Aethril's years of isolation and study have given him a unique and important discovery. He knows the location of a secluded woodland spring whose waters can neutralize certain natural poisons, though reaching it requires surviving a dangerous route through ancient forestland.
Spells
3 spellsSpellcasting. Aethril casts with Wisdom (spell save DC 12, to hit with spell attacks).
1st level (3 slots): , ,
Gear
8 itemsWeapons
- 2×ShortswordA light, finesse martial weapon. Damage: 1d6 piercing. Aethril carries two for close combat.
- LongbowA martial ranged weapon. Damage: 1d8 piercing, range 150/600, heavy, two-handed.
Armor
- Scale mailMetal armor made from interlocking plates, providing substantial protection while limiting Dexterity bonuses to AC to a maximum of +2.
Tools
- Herbalism kitA small collection of dried medicinal plants and rare herbs used in field medicine.
Gear
- 20×ArrowsA quiver containing arrows for the longbow.
- Explorer's packA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Wooden staffA simple wooden staff carved with the phases of the moon, used as a focus for meditation and spell preparation.
- Hermit equipmentA winter blanket, ordinary clothes, and a set of herbalist's robes from his hermitage.
Appearance
Aethril is a lean wood elf with weathered bronze skin, long ash-brown hair tied with green cord, and calm amber eyes. His left cheek bears a thin white scar from a poacher's arrow. He wears well-maintained scale mail beneath a moss-green cloak, carries a longbow of dark yew, and keeps a small bundle of dried herbs secured beside his belt. His movements are quiet and deliberate, like someone who has spent more time among trees than in cities.
Mannerisms
Aethril pauses before answering difficult questions, often looking toward the nearest window or patch of sky as though consulting the weather. He speaks softly but precisely, cleans his weapons whenever he is troubled, and addresses wild animals with the same courtesy he gives nobles.
Personality
Quiet, patient, and observant, Aethril notices small changes in people and places before anyone else does. He is compassionate toward the injured and distrustful of the powerful, but he has a dry sense of humor that appears unexpectedly in tense situations.
Ideals
Protection. The strong are obligated to shield the vulnerable, and law exists to restrain cruelty rather than excuse it.
Bonds
The old forest and its people entrusted him with their protection. He will risk his life to defend the woodland spring and bring the official who enabled the poachers to lawful judgment.
Flaws
Aethril is slow to forgive failures of justice, and his certainty that every wrong must be answered through proper judgment can make him rigid, suspicious, and dangerously unwilling to compromise.
Quirks
Background
Aethril was born beneath the silver boughs of an old woodland settlement, where his family served as wardens and herbalists. He learned to read tracks before he could read books, and he could identify healing plants by scent long before he understood their names. When a band of poachers began cutting sacred trees and trapping the forest's rare beasts, Aethril joined the pursuit. He discovered that the poachers were being guided by a corrupt local official, but the evidence was destroyed before it could be brought before the elven council. Disillusioned by the failure of justice, Aethril withdrew into a remote hermitage. There, he studied the patterns of disease, venom, weather, and animal behavior, hoping to find a way to protect the forest without depending on courts or rulers. During those years, he found an ancient spring capable of cleansing certain poisons from living creatures. His solitude ended when travelers fleeing the same corruption reached his refuge. Aethril now walks the wider world as a ranger, seeking lawful allies, exposing those who exploit the wild, and ensuring that the vulnerable are protected by more than promises.
“He learned to read tracks before he could read books, and he could identify healing plants by scent long before he understood their names.”
- Background
- Hermit
Connections
Species
Elf (Wood Elf)
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