Elteber
Elteber
Sheet
AC 12 · HP 38 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- MedicineWIS
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAlways on
- Spirit GuideLevel 1
Your connection to the unseen world lets you serve as a mediator between the living and the dead. You can ritualistically commune with local spirits, perform taboos and offerings, and invoke guidance from ancestral powers that shape your magic and your path.
- Spirit Shaman SpellcastingLevel 1
You are a full divine caster who draws spells from spirit traditions rather than prayer alone. You use Wisdom as your spellcasting ability, and you can call upon a broad list of primal and spiritual magic suited to healing, travel, omen-reading, and the guidance of ancestral forces.
- Detect SpiritsLevel 1
You can read the presence of spirits around places, creatures, and objects. This insight helps you sense hauntings, lingering echoes, and supernatural presences that others miss, making you a reliable scout of the unseen.
- Wild EmpathyLevel 1
Your empathy extends to beasts and the wild places they inhabit. You can calm, read, and influence animals in a way that reflects your role as a plains walker and sacred mediator.
- Guide's CounselLevel 2
At 2nd level, your spirit guide helps steady your concentration and intuition in strange places, making your communion with the spirit world more reliable and giving you a stronger grasp of omens and ritual work.
- Guided InsightLevel 3
At 3rd level, your guide teaches you how to turn ancestral insight into practical protection or instruction, allowing you to adapt to the changing demands of travel, survival, and negotiation with the dead.
- Blessing of the SpiritsLevel 4
At 4th level, your spirit training deepens your resistance to supernatural pressure, and your rituals become sharper and more dependable when confronting haunted ground or malicious entities.
- Follow the GuideLevel 5
At 5th level, your spirit guide can intercede when your mind is assailed. If you fail a saving throw against a mind-affecting effect, you can immediately retry the save at the same DC, representing the guide snapping your awareness back into place.
- TraitHumanAbility Score Increase, +1 to all ability scores.
- TraitHumanExtra Language, you know one additional language of your choice.
- WandererOutlander
You have an excellent memory for maps and geography, and you can always find food and fresh water for yourself and up to five others, provided the land offers any. You know the roads of the open world, the hidden tracks between camps, and the signs that warn of danger long before it arrives.
Spells
11 spellsSpellcasting. Elteber casts with Wisdom (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (2 slots): ,
Gear
9 itemsWeapons
- ShortbowA practical bow used for hunting and defense on the steppe.
- ScimitarA curved blade suited to mounted travel, close defense, and ceremonial use.
Tools
- HornA horn from his homeland, carried as an Outlander trophy and signal instrument.
Gear
- Spirit FocusA sacred focus of carved bone, bronze rings, and feathers used to channel spirit rites.
- 20×ArrowsA bundle of arrows carried for the shortbow.
- Layered Felt RobesRobes dyed in blue and grey, layered for wind and cold.
- Wolf-Fur CloakA cloak of wolf fur for harsh weather and ritual presence.
- Herb Pouches and TalismansA belt set with pouches of sacred herbs, carved bone charms, and ancestral talismans.
- Explorer's PackTraveler's supplies, bedroll, mess kit, tinderbox, torches, waterskin, and rations.
Appearance
Elteber stands slightly above average height with a lean, weathered build shaped by years of riding across endless plains. His dark hair falls in long twin braids tied with bronze rings and eagle feathers, and a neatly trimmed beard frames a stern but thoughtful face. High cheekbones and dark, horizon-fixed eyes give him the look of a man who is always listening to a voice no one else can hear. He wears layered felt robes of blue and grey beneath a wolf-fur cloak, with leather pouches of sacred herbs, carved bone charms, and ancestral talismans hanging from his belt. A short bow and a scimitar rest at his side, while the air around him seems colder whenever his spirit guide is near.
Mannerisms
He speaks softly until a spirit is near, then his voice becomes measured and ceremonial. When thinking, he rubs the bronze rings in his braids with his thumb, and before making an important decision he listens with one hand cupped behind his ear as if the wind were whispering counsel.
Personality
Quiet, observant, and difficult to rattle, Elteber prefers careful words to loud promises. He is compassionate with the suffering, stern with the reckless, and oddly patient with animals, children, and the dead. In camp he is the last to speak and the first to notice what everyone else missed.
Ideals
Balance. The living and the dead must both be respected, and no chief, merchant, or priest should take more from the world than the spirits allow. He believes strength is proven by restraint, not domination.
Bonds
He carries a bronze ring from his dead mother, and will risk himself before letting it be lost. He has sworn to protect the burial places of his people and to see that no restless ancestor is forgotten or abused by grave robbers, necromancers, or careless rulers.
Flaws
Elteber trusts omens too much and sometimes ignores plain evidence when a spirit warning feels stronger. He can be coldly judgmental toward people who exploit sacred places, and when angered he becomes frighteningly silent instead of arguing.
Quirks
Background
Elteber was born under a stormless sky on the steppe, in a camp that moved with the seasons and listened to the old stories at night. While other children learned to ride before they could spell their own names, he listened to the wind for patterns, and to the wolves beyond the firelight for warnings. When a fever took his mother, an elder spirit walker taught him the rites of ash, bone, and breath, then sent him alone into the grasslands to wait for the answer that only the unseen could give. He returned at dawn with a wolf at his side and a voice in his head that spoke in the language of thunder over distant hills. As he grew, Elteber became a mediator between clans, animals, and the dead. He learned which spirits guarded wells, which haunted old battlefields, and which merely watched in silence. He rides now as a keeper of uneasy peace, traveling where the herds move and where graves have been disturbed, carrying herb pouches and ancestral talismans as both tools and proof that memory can outlast stone. When he channels his guide, his gaze turns gold and his voice carries an echo that makes even proud warriors lower their eyes. He does not claim to command spirits, only to bargain honestly with them, and that honesty has made him respected, feared, and occasionally chased from more civilized towns.
“He returned at dawn with a wolf at his side and a voice in his head that spoke in the language of thunder over distant hills.”
- Background
- Outlander
Connections
Species
Human
Media
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