Galharis Sylvarus

2 Level (0/900 XP for level-up) Syderian Lineage Grove Heritage Rustic Background Ver Sayles Homeland
Ranger
Level 2
Hit Dice: 2/2
1d10+2 Class 1

STR 12
+1 Save: +3
DEX 18
+4 Save: +6
CON 14
+2 Save: +2
INT 10
+0 Save: +0
WIS 16
+3 Save: +3
CHA 12
+1 Save: +1
+4
Initiative (DEX)
30
Speed (walk/run/fly)

Luck

Status
Hit Points 19
Death Saves
Succeeded

Failed

Exhaustion
16
Scale Mail Armor Class (AC)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC

+4 Expertise Bonus +2 Proficiency Bonus
Pr Bonus Skill Abi
+6 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS
skills
Pr Bonus Skill Abi
+2 Navigator's Tools INT
+3 Lute CHA
+3 Land Vehicles STR
skills
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +6 DEX 1d6+4 Piercing
 Finesse, Light, Disarm
Shortsword +6 DEX 1d6+4 Piercing
 Finesse, Light, Disarm
Attacks
W T  Armor Base AC D Properties
Scale Mail 14 Noisy
Armor

Spell Book

Ring 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +5 1 Action Touch Instantaneous 1d8+3 V,S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on Constructs or Undead.
Expeditious Retreat +5 1 Bonus Action Self Concentration, Up to 1 minute V,S
 Notes:This spell allows you to move at an incredible pace. When you first cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Explorer's Pack


Longbow and quiver of 20 arrows


Two Shortswords


Scale Mail




Treasure and Equipment Copper: 0, Silver: 20, Gold: 20, Platinum: 0 Money

Languages: Common, Elvish


Background Talent - Physical Fortitude
You’ve fortified yourself against physically debilitating effects. You gain these benefits:
• Once per turn, when you fail a STR or CON save, you can expend one of your hit dice to reroll the save. You must take the new result.
• When you start your turn blinded, deafened, restrained, or poisoned, you gain 1 Luck.
• You have advantage on checks and saves to avoid being knocked prone, pulled, or pushed.




Proficiencies, Languages, and Talents

CANOPY WALKER
-Grove Heritage Feature-
You have a climbing speed equal to your walking speed.


NATURE'S CAMOUFLAGE
-Grove Heritage Feature-
You have advantage on DEX (Stealth) checks made while you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. While in such conditions, you can always attempt to take the Hide action, even if circumstances would not normally allow you to do so.


EXPLORER
-1st-Level Ranger Feature-
Your ability to deal with environmental challenges is unmatched. You gain the following benefits:
• You gain either a climbing speed or swimming speed equal to your base movement speed.
• You have advantage on checks to track a creature.
• Your speed isn’t halved when you move through nonmagical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.


MYSTIC MARK
-1st, 6th, 13th, and 17th-Level Ranger Feature-
When you hit a creature with an attack roll, you can mystically mark it as your favored quarry. The creature remains marked for 1 minute, until you use this feature to mark a different creature, or until you become incapacitated. While a creature is marked (including for the attack that triggered the mark), you deal an extra 1d4 damage to it (of the same damage type as the weapon) each time you successfully hit it with a weapon attack. You can use this feature a number of times equal to your PB. You regain all uses when you finish a long rest. This extra damage increases as you gain ranger levels, becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th.


MARTIAL ACTION
-2nd-Level Ranger Feature-
Your tactical expertise allows you to act quickly on the battlefield. You can take a bonus action on each of your turns in combat to perform a weapon option or one of the martial actions granted by this feature. (Quick Strike)


Quick Strike
-Requires Wielding Two Light Weapons-
After you take the Attack action on your turn and attack with a Light melee weapon that you’re holding in one hand, you can use a bonus action to make two attacks with a different Light melee weapon that you’re holding in the other hand—instead of the one attack typically granted by two-weapon fighting. Don’t add your ability modifier to the damage of these additional attacks unless the modifier is negative.


SPELLCASTING 2nd-Level Ranger Feature At 2nd level, you enhance your martial prowess with the ability to cast Primordial spells.
-Casting Spells-
You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell’s circle or higher. You don't need to prepare spells ahead of time. The Ranger Progression table shows how many spells you know and how many Primordial spell slots you have at a given level. For example, at 5th level, you have four 1st-circle slots and two 2nd-circle slots. If you know the 1st-circle spell animal friendship and have a 1st-circle and a 2nd-circle spell slot available, you can cast animal friendship using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining. You regain all used spell slots when you finish a long rest.
-Spells Known of 1st Circle and Higher-
At 2nd level, choose two 1st-circle spells from the Primordial spell list that you know. The Spells Known column of the Ranger Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 5th level as a ranger, you can learn one new Primordial spell from the 1st or 2nd circle. In addition, when you gain a level of ranger, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.
-Spellcasting Ability-
Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:
Spell save DC = 8 + your proficiency bonus (PB) + your WIS modifier Spell attack modifier = your proficiency bonus (PB) + your WIS modifier.
-Spellcasting Focus-
You can use a druidic focus (see Adventuring Gear in Chapter 5) as a spellcasting focus for your Primordial spells.




Features & Traits

A trapper and hunter from The Gale, the recent sightings of strange creatures in the Woven Forest has brought Galharis southeast to Duunatel in search of information as to their origins. Growing up alongside the settlement, his widespread knowledge of Northern Ocruan is focused on the Woven Forest, with a deep connection to its soul and secrets.


However, this "Cover Story" obscures his actual home of Aelangara, hidden deep within the Woven Forest and obscured from the eyes of the Council and the continent at large by a screening invocation of soul magic. His goals and motivations are honest, but his origins are kept hidden from all but the most trusted, as any discovery of his community could potentially trigger its ruin.




Backstory


© Kobold Press - Tales of the Valiant Character Sheet v1.00, made by Tillerz - Updated: 2023-05-25 - Changelog
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Created by

Ray Duquesne.

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Character

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