Aethril
Aethril
Sheet
AC 15 · HP 121 · 35 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
23 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, he can sense whether his favored enemies are present within 1 mile, or within 6 miles in his favored terrain.
Bonus action
- VanishLevel 10
Aethril can use the Hide action as a bonus action on his turn.
Always on
- Colossus Slayer
When Once on each of Aethril's turns when he hits a creature with a weapon attack.
Make one weapon attack against a creature. If it is below its hit point maximum, deal an extra 1d8 damage once per turn.
- Ranger ProficienciesLevel 1
Aethril has proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.
- Favored EnemyLevel 1
Aethril chooses three types of favored enemies. He has advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. His favored enemies are undead, fiends, and monstrosities.
- Natural ExplorerLevel 1
Aethril is particularly familiar with forest, swamp, and mountain environments. In these favored terrains, he gains the benefits of exceptional familiarity, including improved navigation, tracking, foraging, and travel capabilities.
- Fighting Style, ArcheryLevel 2
Aethril gains a +2 bonus to attack rolls made with ranged weapons.
- SpellcastingLevel 2
Aethril is a spellcaster. He uses Wisdom as his spellcasting ability and can prepare and cast ranger spells using the spell slots shown on this character sheet.
- Ranger Archetype, HunterLevel 3
Aethril chooses the Hunter archetype and gains its features.
- Extra AttackLevel 5
When Aethril makes the Attack action, he can attack twice instead of once.
- Land's StrideLevel 8
Aethril can pass through nonmagical plants without being slowed or taking damage from them. He also has advantage on saving throws against magically created or manipulated plants.
- Greater Favored EnemyLevel 6
Aethril gains an additional favored enemy and learns one additional language of his choice. His additional favored enemy is aberrations, and his additional language is Deep Speech.
- Ability Score ImprovementLevel 4
Aethril gains an Ability Score Improvement at ranger levels 4, 8, and 12. He increased Dexterity by 2 at level 4, Dexterity by 2 at level 8, and Wisdom by 2 at level 12.
- Hide in Plain SightLevel 10
Aethril can spend 1 minute creating camouflage for himself. While in natural surroundings, he can attempt to hide by pressing himself against a solid surface, gaining a +10 bonus to Dexterity (Stealth) checks while remaining motionless.
- Feral SensesLevel 18
When Aethril is incapacitated, he and his companions within 30 feet cannot be surprised while he is conscious. He gains no disadvantage on attack rolls against creatures he cannot see.
- Hunter's Prey, Colossus SlayerLevel 3
Aethril chooses Colossus Slayer. Once on each of his turns, when he hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it is below its hit point maximum.
- TraitWood ElfDarkvision, Aethril can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitWood ElfKeen Senses, Aethril has proficiency in the Perception skill.
- TraitWood ElfFey Ancestry, Aethril has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TraitWood ElfTrance, Aethril does not need to sleep and can complete a long rest in 4 hours by meditating.
- TraitWood ElfFleet of Foot, Aethril's walking speed is 35 feet.
- TraitWood ElfMask of the Wild, Aethril can attempt to hide when lightly obscured by natural phenomena such as foliage, heavy rain, falling snow, mist, or other natural effects.
- DiscoveryHermit
Aethril has discovered a unique and powerful truth during his isolation. He can identify natural signs, ancient woodland symbols, and unusual spiritual disturbances, and he can usually find shelter and basic sustenance for himself and his companions in the wilderness.
Spells
6 spellsSpellcasting. Aethril casts with Wisdom (spell save DC 16, to hit with spell attacks).
1st level (4 slots): , ,
2nd level (3 slots): , ,
3rd level (3 slots): no spells
4th level (2 slots): no spells
Gear
10 itemsWeapons
- 2×ShortswordBalanced martial blades used for close combat.
- LongbowA finely crafted ranged weapon favored by woodland scouts.
Armor
- Studded leather armorLight armor made from supple leather, reinforced with metal studs.
Tools
- Herbalism kitTools used to identify and prepare herbs, remedies, and natural reagents.
Gear
- 20×ArrowsArrows suitable for the longbow.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scroll case of notesA case containing Aethril's notes on the corrupted shrine, woodland spirits, and signs of the wider threat.
- Winter blanketA thick blanket suitable for cold nights in the wilderness.
- Common clothesPlain clothing worn during his hermitage.
Purse
- 5×Gold piecesA small amount of coin saved during years of isolation.
Appearance
Aethril is a tall wood elf with a lean, weathered frame, deep green eyes, and long silver-blond hair usually tied with leather cord. His skin bears faint sun freckles and several small scars from years spent in the wilderness. He wears carefully maintained studded leather beneath a moss-green cloak, with a longbow across his back and twin shortswords at his hips. A small wooden disk carved with the symbol of an ancient forest shrine hangs at his throat.
Mannerisms
Aethril speaks softly and precisely, often pausing to listen to birds, wind, or distant movement before answering. He cleans his weapons after every fight, touches the wooden shrine seal when making a promise, and prefers to sit with his back against a tree or wall.
Personality
Aethril is patient, observant, and quietly protective. He notices small details that others overlook, especially signs of danger, sickness, or distress. Though reserved with strangers, he is gentle with animals, children, and anyone who shows sincere respect for the natural world. He believes every problem deserves careful study before decisive action, but once he has chosen a course, he is difficult to deter.
Ideals
Stewardship. The strong are obligated to protect the vulnerable, and every living thing deserves the chance to thrive in balance with the world around it.
Bonds
The ancient forest shrine entrusted its final protective seal to Aethril. He will defend it and restore the shrine, even if doing so requires him to oppose powerful rulers or abandon personal safety.
Flaws
Aethril is slow to trust anyone who lives comfortably at the expense of the natural world. He can become rigid and judgmental when confronted with compromise, and he sometimes mistakes silence and patience for moral superiority.
Quirks
Background
Aethril was born beneath the silver boughs of an ancient forest, where his family served as wardens of a secluded grove. In his youth, he learned to move without disturbing a leaf, read the tracks of every common beast, and recognize the subtle changes that warned of approaching danger. He became a ranger not for glory, but because the forest needed someone willing to stand between its quiet places and the forces that would exploit them. Years ago, Aethril found an abandoned shrine deep in the wild, its protective runes damaged and its sacred spring slowly turning black. During a long period of self-imposed isolation, he studied the shrine's inscriptions, survived on roots and berries, and communed with the land until he uncovered the source of the corruption. The experience revealed to him that the disturbance was part of a wider threat, one connected to old roads, forgotten battlefields, and settlements that had begun expanding into ancient woodland. He left his hermitage carrying the shrine's carved wooden seal, determined to restore the natural balance without allowing fear or vengeance to guide him.
“Years ago, Aethril found an abandoned shrine deep in the wild, its protective runes damaged and its sacred spring slowly turning black.”
- Background
- Hermit
Connections
Species
Wood Elf
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