This site is games | books | films

William Tell

William Tell, By Hans Sandreuter; photograph: Roland zh - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=11548800
By Hans Sandreuter; photograph: Roland zh – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=11548800

  • AliasThe Apple-Splitter, Arrow of Bürglen, Ghost of Küssnacht, The Mountain’s Will
  • Gender – Male
  • Race – Human
  • Occupation – Hunter, Marksman, Freedom Fighter, Folk Hero
  • Religion – Old Alpine Traditions / Reverence for Nature and Ancestors
  • Allies
    • Walter Tell (his son)
    • The villagers of Uri and Altdorf
    • Early members of the Swiss Confederation
    • Other freedom fighters and resistance movements
  • Enemies
    • Hermann Gessler
    • The House of Habsburg
    • Tyrants, oppressors, and authoritarian rulers
  • Abode / Base of operations
    • Bürglen, Uri (original home)
    • The forests and mountains near Lake Lucerne
    • Frequently travels, leaving no permanent trace
  • Nationality – Swiss (Old Confederation, Canton of Uri)
  • Languages
    • Old Swiss German dialect
    • Common Tongue (for D&D/world-building purposes)
  • Alignment – Chaotic Good
  • Affiliation(s)
    • Swiss Confederation (founding myth)
    • Folk legends and rebel movements across multiple realms
  • Significant others
    • Walter Tell (son)
    • Unnamed wife (referenced in some legends but never central to the myth)

Lore Entry: The Spark of the Confederation

William Tell of Bürglen was no ordinary man. A hunter by trade, a father by nature, and a marksman by divine fate, his name would come to echo through the ages as the man who lit the fire of Swiss freedom with a single bolt.

In the dark days when the Habsburg Empire sought to tighten its grip on the canton of Uri, the oppressive Vogt Hermann Gessler ruled from Altdorf. His cruelty knew no bounds, demanding the townsfolk bow to a mere hat atop a pole—an empty symbol of foreign dominion. William Tell, head high and eyes unflinching, refused.

For this act of defiance, he was arrested and given an impossible sentence: shoot an apple off the head of his own son, Walter, or see them both executed. With nerves of mountain steel and the heart of a father, Tell drew his crossbow—and split the apple clean in two.

Yet even in triumph, his justice was not done. When questioned by Gessler about the second bolt he carried, Tell calmly replied it was meant for the tyrant himself—should fate have turned against him. Enraged, Gessler had Tell bound and brought aboard his ship, intending to imprison him in his fortress at Küssnacht. But a storm on Lake Lucerne proved to be Tell’s ally. Slipping his bonds, he vanished into the wild.

When Gessler arrived at his castle, a shadow awaited him. With that second bolt—the bolt of justice—Tell struck him down. That moment, more than any speech or sword, birthed rebellion. His defiance ignited the formation of the Swiss Confederation, a pact of free peoples standing against tyranny.


Personality & Motivation

Tell is the embodiment of quiet resolve and unshakable moral compass. A man of few words, his loyalty lies with the land, the people, and above all, his family. He despises showy power, and his actions reflect a deep belief that justice is earned, not imposed. While he seeks no crown or title, his very presence inspires others to rise.

In game, Tell may serve as a mysterious benefactor to freedom fighters, or a hidden NPC that guides the party toward rebellion through riddles and acts of daring.


Appearance

William Tell is rugged and stoic, his face lined with hardship and frost. He wears a long forest-green cloak with fur trim and a leather tunic bearing the crest of Uri. His eyes are pale and piercing, able to read lies as easily as he finds targets in a storm. His crossbow, Stormpiercer, is said to be bound to him by oath—it refuses to fire for any hand unworthy.

He carries only two bolts. Always two.


Influence in the World

Tell is more than a man—he is a symbol. His myth fuels resistance across kingdoms. When whispers of oppression spread, so too do rumors of a cloaked archer watching from the treeline. Tyrants fear the sound of a crossbow string snapping taut in the night. Even centuries later, freedom fighters wear talismans carved like apples, invoking his name in battle cries.

Some say he ascended to become a Spirit of Resistance, a guardian of free will. Others insist he lives still, unchanged by time, hidden deep within the Alps, waiting for the world to need him again.


  • William Tell 5e
  • William Tell, Pathfinder

Legendary Marksman, Hero of the Swiss Confederation
Medium humanoid (human), Lawful Neutral
Challenge 18 (20,000 XP)


Armor Class

20 (Coat of the Upland Free)

Hit Points

285 (30d10 + 120)

Speed

35 ft.


Ability Scores

STRDEXCONINTWISCHA
16 (+3)30 (+10)18 (+4)14 (+2)22 (+6)17 (+3)

Saving Throws

Dex +18, Wis +11, Cha +9

Skills

Acrobatics +18, Athletics +10, Insight +12, Perception +16, Stealth +17, Survival +14

Damage Resistances

Piercing (non-magical), Psychic, Force

Senses

Passive Perception 26

Languages

Common, Sylvan, Druidic, Old Swiss


Traits


Crossbow Mastery

William Tell ignores the loading property of crossbows and does not suffer disadvantage when making ranged attacks within 5 feet of a hostile creature. He can make multiple attacks with a crossbow per round.


Legendary Marksman

His ranged attacks ignore all cover, including total cover if he has seen the target within the last round.


One Shot, One Fate (1/Turn)

When Tell hits a creature with a ranged weapon attack, he may designate it with a Mark of Fate. His next attack against that target within 1 minute is a critical hit, and the creature must succeed on a DC 18 Wisdom save or be Paralyzed until the end of its next turn.


Icon of Rebellion

Allies within 30 feet of William Tell gain:

  • +2 bonus to attack rolls and AC
  • Immunity to the Frightened condition while they can see him

Steady Heart, Sure Hand

Once per turn, he may reroll a missed ranged attack.
If he chooses to roll an attack with disadvantage and hits, that attack bypasses:

  • Resistance and immunity to nonmagical damage
  • Magical cover (e.g., wall of force)
  • Defensive reactions like Shield or Evasion

Actions


Multiattack

William Tell makes three attacks with Gessler’s End, or two ranged attacks and one melee attack with Rebellion’s Edge.


Gessler’s End – Legendary Crossbow (Artifact, Attuned)

Ranged Weapon Attack: +18 to hit, range 150/600 ft., one target
Hit: 28 (4d10 + 10) piercing + 14 (4d6) radiant or force (Tell’s choice)
Critical Hit Effect: Target must make a DC 18 Strength save or be knocked prone and disarmed

Bolts ignore all cover and concealment. Attacks are magical. Bolts curve if necessary (Split the Apple).


Rebellion’s Edge – Masterwork Dagger (Melee)

Weapon Attack: +11 to hit, reach 5 ft., one target
Hit: 9 (1d8 + 5) piercing damage
If Tell drops a creature to 0 HP with this weapon, he may grapple, disarm, or intimidate another creature within 5 feet (DC 15 Strength or Charisma check) as a bonus action.


Split the Apple (Recharge 5–6)

Tell fires through cover or a hostage. One attack against a target behind another creature or object. On hit:

  • Double damage
  • DC 19 Constitution save or Blinded (1 round)
  • Cover or intervening creatures are unaffected

True Aim (1/Short Rest)

Mark one creature as his Target of Reckoning for 1 minute:

  • Gains advantage on attacks against the target
  • Can see the target through invisibility, magical darkness, and solid obstacles within 120 feet
  • All hits count as magical and ignore resistance

Legendary Actions (3/round)

Tell can take 3 legendary actions, using one at a time and only at the end of another creature’s turn.

  • Deadeye Step. Move up to half speed without provoking opportunity attacks.
  • Ghost Shot. Make one crossbow attack that deals an extra 5 damage.
  • Volley of Justice (Costs 3 Actions). Make one crossbow attack against up to 5 visible enemies within range.

Mythic Trait – Spirit of the Confederation (1/Day)

When reduced to 0 HP for the first time, Tell regains 100 HP. For 1 minute:

  • Attacks automatically hit
  • Critical hits on 18–20
  • Bolts trail radiant fire, dealing an extra 2d10 radiant damage

Equipment


Gessler’s End (see above)

A legendary crossbow crafted to end tyrants.


Coat of the Upland Free (Rare Studded Leather)

  • AC +1
  • Resistance to psychic and charm
  • Cast freedom of movement once per long rest (self)

Quiver of the Red-Fletched Vow

  • 10 regenerating +1 bolts per day
  • Bolts return to quiver
  • 1/day: fire a Vow Shot; on hit, target must make a DC 18 Charisma save or be unable to lie for 1 hour

Rebellion’s Edge (Melee dagger, silvered)

Tactical sidearm; see Actions


Apple Pendant of Walter

  • Advantage on saves vs. Frightened
  • 1/day: When Tell reduces a creature to 0 HP, he may leave them at 1 HP and impose Weight of Mercy (disadvantage on attacks against him for 24h)

Adventuring Gear

  • Traveler’s pack
  • Alpine pipe & tobacco
  • Map of the Swiss cantons
  • Climbing gear
  • Whetstone and crossbow tools
  • Parchment letter marked “To the Free Peoples of the Mountain”

CR 10 (Combat-Ready Hero)

XP: 9,600
Race: Human
Class: Ranger 7 / Fighter 3
Alignment: Neutral Good
Gender: Male
Height: 6’1″
Weight: 190 lbs.
Age: 35
Faction: Swiss Confederation
Languages: Common, Sylvan (from his time in nature, or familiarity with the mountain lore)


AC:

  • AC 23 (Touch 15, Flat-Footed 18)
    +1 leather armor (+2 AC), Dexterity modifier (+4), Dodge feat (+1), Deflection bonus (+1 from personal experience).
  • Armor Class Breakdown:
    • +3 from Armor (Leather)
    • +4 from Dexterity
    • +1 from Dodge
    • +1 from Deflection (Personality)

HP:

  • HP 84 (7d10 + 3d10 + 20)
  • Fast Healing 1 (due to his legendary will to survive and thrive)

Initiative: +6 (Dexterity +4, Improved Initiative +2)


Speed: 30 ft. (base speed)


Defensive Abilities:

  • Evasion (Ex): If William Tell is subjected to an attack that requires a Reflex save for half damage (such as a Fireball), he takes no damage on a successful save.
  • Resilient Spirit (Ex): William Tell can make a Fortitude saving throw to avoid being fatigued after a physical trial. He is immune to being stunned or knocked prone by natural forces or exhaustion.

Base Attack/Grapple:

  • Base Attack: +7/+2 (Ranged)
  • Grapple: +9

Attack:

  • Primary Weapon:
    Crossbow (Gessler’s End): +12 (1d10, x3, 80 ft. range, piercing, masterwork, repeating crossbow)
    • Special: Can fire three times per round due to Rapid Reload and Crossbow Mastery. The crossbow is enhanced with cold iron tips for additional damage against supernatural creatures.
    • Critical: On a critical hit, will cause fear in enemies for 1 round (Will save DC 16).
  • Secondary Weapon:
    Dagger (Rebellion’s Edge): +9 (1d4, 19-20/x2, piercing)

Abilities:

  • Strength: 14 (+2)
  • Dexterity: 18 (+4)
  • Constitution: 14 (+2)
  • Intelligence: 12 (+1)
  • Wisdom: 14 (+2)
  • Charisma: 16 (+3)

Skills:

  • Acrobatics +10 (using Dexterity modifier and terrain familiarity)
  • Climb +8
  • Perception +13 (aided by years of vigilance in the wilderness)
  • Survival +14 (used for navigating mountains and woodlands)
  • Stealth +10 (benefits from natural camouflage and silent movements)
  • Knowledge (Nature) +7 (reflects his knowledge of the wilds)
  • Diplomacy +10 (from his role as a rallying figure)
  • Use Magic Device +8 (limited ability, mostly for limited magical items he might encounter)

Feats:

  • Point-Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at close range (within 30 feet).
  • Precise Shot: No penalty for shooting into melee.
  • Rapid Reload: Reduces the time to reload his crossbow to a free action.
  • Deadly Aim: Take a -1 penalty to attack rolls to gain +2 on damage rolls (applies to ranged).
  • Improved Initiative: +4 bonus to Initiative rolls.
  • Weapon Focus (Crossbow): +1 bonus on attack rolls with his crossbow.
  • Dodge: +1 AC against a designated opponent.
  • Track: Can track with the same ability as a Ranger (even through the toughest environments).

Class Abilities:

  • Favored Enemy (Ex):
    Humanoids (Austrian Nobles) +2 bonus to damage rolls against them. William Tell, through his experiences, knows the tactics of the Habsburg forces and their nobility.
  • Wild Empathy (Ex): +10 on Diplomacy checks to influence animals and magical beasts.
  • Combat Style (Archery):
    As a Ranger, William Tell gains bonuses for archery combat. He can apply his Rapid Shot feat in addition to his regular attacks, giving him one extra attack per round with the crossbow.
  • Favored Terrain (Ex):
    Mountain: +2 bonus on all checks related to movement or combat in mountainous terrain.
  • Hunter’s Bond (Ex):
    William has a special bond with his homeland. He can call upon the spirits of the mountain to aid him in tracking, giving him the equivalent of Track as a constant ability.
  • Bonus Feat (Ex):
    Weapon Specialization (Crossbow): +2 damage with crossbows.

Special Abilities:

  • Pinpoint Accuracy (Ex): Once per day, William Tell can make a single attack with his crossbow that ignores all cover and concealment (except total concealment).
  • Bolt of Rebellion (Ex): William Tell can use his action surge once per day to gain an additional swift action per round, allowing him to fire his crossbow up to three times in a single round (requires Rapid Reload and the Crossbow Mastery feat).
  • Legendary Marksman (Ex): When attacking with his crossbow, William’s critical threat range increases by 1 (so x3 becomes x4). Additionally, his attacks can bypass DR from mundane sources, even in the toughest conditions.

Spells (Ranger Spells):

Level 1 (2/day):

  • Hunter’s Sense (DC 14): You can identify creatures and their abilities within a range of 60 feet.
  • Longstrider: +10 ft. to speed, enhancing mobility for a day.

Tactics:

  • Opening Move: At the start of battle, William Tell uses his Pinpoint Accuracy to target enemy spellcasters or leaders. He’s a calculated fighter and will never waste a shot.
  • Fighting Style: William focuses on ranged combat, positioning himself in high ground or hidden in the terrain. He’ll use his environment to remain hidden or to create distance between himself and melee enemies.
  • Escape Plan: If his position is compromised, William will use his Stealth and Survival skills to retreat or lay low, often setting traps or ambushing enemies from afar.
  • Use of Terrain: In a forest or mountain setting, William may use his hunter’s bond and favored terrain to surprise enemies, especially when he’s outnumbered. His high mobility and use of cover make him difficult to pin down.
  • Final Stand: If cornered or forced into close combat, William will quickly draw his dagger Rebellion’s Edge and fight with relentless precision, using his Deadly Aim to maximize damage.

Treasure:

  • Gessler’s End (Masterwork Repeating Crossbow)
  • Rebellion’s Edge (Silvered Dagger)
  • 10 bolts (Cold Iron-tipped)
  • Apple-shaped brooch (a simple piece of jewelry that has become a symbol of his people’s defiance)
  • Leather pouch with notes (maps, letters of rebellion, and tactical plans)

Personality:

William Tell is stoic, dedicated to his homeland, and driven by duty. While he has little desire for personal glory, he holds a deep sense of justice and personal responsibility for his people’s freedom. His compassion for the oppressed is what led him to rebel against the tyrannical Gessler and the Austrian forces. His internal struggle between personal safety and his role as a symbol of rebellion has shaped him into a reluctant hero — one who acts when others cannot.

Scroll to Top