Evard Dale
Evard Dale (Ranger)
Medium Humanoid (Human), Lawful Good
Cisgender man (he/him)
Armor Class: 16
Hit Points: 52
Speed: 30 ft.
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
10 (+0) | 20 (+5) | 16 (+3) | 12 (+1) | 18 (+4) | 12 (+1) |
Skills: Animal Handling +6, Deception +3, Perception +6, Sleight of Hand +5, Stealth +7, Survival +6
Senses: Passive Perception 16
Languages: Common, Draconic, Infernal
Challenge: 4
Abilities
Spellcasting. Evard is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following Ranger spells prepared:
1st Level (3 slots): Alarm, Cure Wounds, Speak with Animals
Favored Enemy (Dragons). He has advantage on Survival checks to track his favored enemies, as well as on Intelligence checks to recall information about them.
Natural Explorer (Forest). He is particularly familiar with one type of natural environment and is adept at traveling and surviving in such regions. His bonus is doubled for proficient skills when he makes a related Intelligence or Wisdom check. While traveling for an hour or more in his chosen terrain: difficult terrain doesn’t slow his group’s travel; his group can’t become lost except by magical means; he remain alert to danger even when he are engaged in another activity; he can move stealthily at a normal pace (while alone); he find twice as much food while foraging; and while tracking creatures, he learn the exact number, sizes, and how long ago they passed through the area.
Fighting Style (Archery). He adopts a particular style of fighting as his specialty. He gains a +2 bonus to attack rolls he makes with ranged weapons.
Primeval Awareness. As an action, he can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of he (or within up to 6 miles if he is in his favored terrain). This feature doesn’t reveal the creatures’ location or number.
Hunter’s Prey: Horde Breaker. He gains an additional attack feature. Once on each of his turns, when he makes a weapon attack, he can make another attack with the same weapon against a different creature that is within 5 ft. of the original target and within range of his weapon.
Traits
Evard feels emotions without any relevant stimulus. Any day that he experiences these for more than four hours, he needs to take a short rest or take one level of exhaustion due to the toll they take on his mind and body.
Hopelessness [IE 2, Frequent]. Evard has the overwhelming feeling that his circumstances will only get worse, either in terms of his immediate circumstances, his entire life, or both. While experiencing hopelessness, Evard has disadvantage on all ability checks.
Worthlessness [IE 2, Frequent]. Evard feels persistent self-doubt that his abilities or value as a person are inadequate. Trying to compare himself to others only makes it worse. This emotion makes him reluctant to take risks and causes Evard to second-guess his actions. His experience of worthlessness gives him a -2 penalty to initiative rolls.
Actions
Longbow. Range Weapon Attack: +9 to hit, range 150 ft./600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Background
Evard Dale grew up the child of foresters who made a decent, if not extravagant, living harvesting various things (mushrooms, pelts, herbs, etc.) from the forest near a series of small to medium-sized settlements and selling their goods to the settlers. Evard’s father died in an encounter with a vicious predator, and his mother moved into one of the neighboring towns. Evard’s siblings grew up, got married, and started their lives elsewhere, leaving Evard to decide what he would continue to do for the rest of his life.
Evard occasionally thought about moving or changing his life or making a career for himself, but he would soon either get distracted, or an overpowering lethargy would come over him. Evard would have to wait for these feelings to ease up before he could go back to what he knew how to do: wandering the forest and using its bounty to survive. He would take on quests to help others as a source of income, and has grown to know the forest as if it was a part of his being. Everyone is grateful for his help, even though Evard remains reclusive.
Personality
Evard Dale is a competent but non-expert ranger, with a lot of local and nature knowledge. He loves surrounding himself with nature as that is what calms him the most. If Evard is in a depressive phase, he will shut himself down. In those times, he tends to keep to himself and to his small homestead, sometimes not even leaving his hut for days at a time. Others notice when Evard is gone after a few days. Due to this, he does not keep domestic animals that cannot take care of themselves. While experiencing his traits, he will neglect his appearance and not bother with any of the niceties of human interaction. If sought out, Evard is polite and not aggressive, but he will not initiate contact nor ask for things he might want or need. In his non-depressive phase, he interacts with society on their terms. He is still neither charismatic nor outgoing, but he does go out of his way to make himself more acceptable to society in general and will go to the settlements and seek people for company and for trade. He will do what he needs to survive but not much more.
Plot Hooks
- Adventurers may stumble upon Evard in the woods collecting food.
- Adventurers may stumble upon Evard if they are in a difficult encounter in a forest and he comes to rescue the party.
- Evard may hire adventurers to join him to seek out the mystery of a newly discovered temple he found in the forest.