Newcomer Posted April 8 Clone Share Posted April 8 (edited) Lynestra Zeldaruil Vorammas "Zelda" Scholar of arts natural and arcane DRUID 2 / WIZARD 3 Medium humanoid female (River Elf), chaotic neutral Armor Class 13 shield (16 mage armor, 21 shield) Hit Points 29 ( 2d8 + 3d6 + 5 ) Speed 35 ft. Senses darkvision 60 ft., passive perception 16 Languages common, elvish, sylvan, ankeshelian, druidic Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 13 (+1) Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +4 Constitution 12 (+1) Save +1 No skills associated. Intelligence 16 (+3) Save +6 Arcana +6 | History +3 | Investigation +6 | Nature +6 | Religion +3 Wisdom 16 (+3) Save +6 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +6 | Survival +3 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools none Instruments Pan flute Weapons Longsword, shortsword, longbow, shortbow, dagger, dart, sling, quarterstaff, and light crossbow Armors Light, medium, and shields WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Illusion SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. | Improved Minor IllusionWhen you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. DRUID CLASS ABILITIES DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. | Ritual CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. | Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. | Wild CompanionYou gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | Natural RecoveryStarting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. FEATS WEAPONS WEAPONS Shortbow +4 to hit for (1d6+1) piercing damage. | Ammunition, two-handed (80/320) Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 3/4 (1st), 3/3 (2nd), 2/2 (3rd) Druid - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 5 Wizard - Spell Save DC: 14 | Spell Attack Mod: +7 | Spells Prepared: 6 CANTRIPS (Druid) Guidance (C)Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | MendingMending Transmutation cantrip Casting Time:1 minute Range:Touch Components:V, S, M (two lodestones) Duration:Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. | Shape WaterShape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. CANTRIPS (Wizard + River Elf) Acid SplashAcid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Chill TouchChill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | LightLight Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. | MessageMessage Transmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionMinor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationPrestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. FIRST LEVEL (Druid) Entangle (C)Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. | Faerie Fire (C)Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Target: Each object in a 20-foot cube within range Components: V Duration: Up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. | GoodberryGoodberry 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. | Healing Word (B)Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. | Speak with Animals (Rit)Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. WILD COMPANION (Druid) Find FamiliarFind Familiar Wild Shape use - conjuration Casting Time: 1 action Range: 10 feet Components: V, S Duration: a number of hours equal to half your druid level You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. FIRST LEVEL (Wizard) Feather Fall (Rct)Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or a piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Shield (Rct)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL (Wizard) Alarm (Rit)Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. | Comprehend Languages (Rit)Comprehend Languages 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Detect Magic (Rit)Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Disguise SelfDisguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Feather Fall (Rct)Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or a piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Shield (Rct)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Silent Image (C)Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. | Unseen Servant (Rit)Unseen Servant 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. SECOND LEVEL (Wizard) Invisibility (C)Invisibility 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Web (C)Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) Denotes concentration. / (Rct) Denotes reaction spell. / (B) Denotes bonus action spell. / (Rit) Denotes ritual spell. ($) Denotes expensive component. WILD SHAPE FORMS BadgerBadger Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 3 (1d4 + 1) Speed 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 4 (-3) 11 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | CatCat Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. | MastiffMastiff Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 5 (1d8 + 1) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | PantherPanther Medium Beast, Unaligned ARMOR CLASS 12 HIT POINTS 13 (3d8) Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +6 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. | RatRat Tiny Beast, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. | Riding HorseRiding Horse Large Beast, Unaligned ARMOR CLASS 10 HIT POINTS 13 (2d10 + 2) Speed 60 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +3 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 ACTIONS Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. | SpiderSpider Tiny Beast, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses darkvision 30 ft., passive Perception 16 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. | WolfWolf Medium Beast, Unaligned ARMOR CLASS 13 (natural armor) HIT POINTS 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 16 (+3) 16 (+3) 8 (-1) Skills Arcana +6, Investigation +6, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages — Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (75.74 lbs.) Weight: 75.74 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.74 lbs.) Copper: 9 | Silver: 5 | Gold: 23 | Obsidian: 0 | Platinum: 0 (37 Coins x .02 lbs. = 0.74 lbs. Total Weight, + 1 lb. belt pouch) EQUIPMENT READIED (16 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (10 lbs.) traveler's clothes - 4 lbs. | wooden shield - 6 lbs. Weapons (4 lbs.) 2 daggers - 2 lbs. | shortbow - 2 lbs. Readied Items (2 lbs.) +1 Wand of the War Mage - 1 lb. | quiver of arrows - 1 lb. EQUIPMENT STORED (58 lbs.) Stored items can be retrieved with an action. In Backpack (25 lbs.) backpack - 5 lbs. | 3 days' trail rations - 6 lbs. | bag of 20 caltrops - 2 lbs. | Enduring Spellbook - 3 lbs. | 175 gp of fine inks | candle | hammer - 3 lbs. | 10 iron spikes - 5 lbs. | bottle of black ink | quill | 10 sheets parchment | letter from colleague | shard of obsidian that always feels warm to the touch - 1 lb. Strapped to Backpack (33 lbs.) 2 waterskins - 10 lbs. | 100 ft. silk rope & grappling hook - 14 lbs. | bedroll - 7 lbs. | pan flute - 2 lbs. EQUIPMENT NOT CARRIED (--) TBD * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Enduring SpellbookSource: Xanathar's Guide to Everything Wondrous item, common This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. ATTUNED (1/3) +1 Wand of the War MageSource: Dungeon Master's Guide Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. FAMILIAR Liloria When Zeldaruil summons a familiar, her companion spirit's name is Liloria, though she'll often call her Lil. Lil prefers to take flying forms, and she likes to perch in high places. She's also very happy to snuggle inside of Zelda's cloak. Whatever form she takes, Liloria appears in as blue or grey of a color as is natural for the type of creature she is, with a distinctive white pattern in her fur or feathers which resembles a small flower. FAVORED FORMS BatBat Tiny Fey , Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. | CatCat Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. | HawkHawk Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. | OwlOwl Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 5 ft., fly 60 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. | RavenRaven Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. | Sea HorseSea Horse Tiny Fey, Unaligned ARMOR CLASS 11 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Proficiency Bonus +2 Water Breathing. The sea horse can breathe only underwater. | WeaselWeasel Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. ADDITIONAL FORMS CrabCrab Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | FrogFrog Tiny Fey, Unaligned ARMOR CLASS 11 (natural armor) HIT POINTS 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. | LizardLizard Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 | OctopusOctopus Small Fey, Unaligned ARMOR CLASS 12 HIT POINTS 3 (1d6) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. ACTIONS Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. | Poisonous SnakePoisonous Snake Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 2 (1d4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 | QuipperQuipper Tiny Fey, Unaligned ARMOR CLASS 13 HIT POINTS 1 (1d4 - 1) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Water Breathing. The quipper can breathe only underwater. | RatRat Tiny Fey, Unaligned ARMOR CLASS 10 HIT POINTS 1 (1d4 - 1) Speed 20 ft. STR DEX CON INT WIS CHA 2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. | SpiderSpider Tiny Fey, Unaligned ARMOR CLASS 12 HIT POINTS 1 (1d4 - 1) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. APPEARANCE Age 347 | Height 5'4" | Weight 106 lbs. | Hair Silver-blue | Eyes Green flecked with gold | Complexion Fair Zeldaruil is a short and lean elf who walks quietly and frequently goes unnoticed altogether. Her hair is a beautiful silvery-blue color, though she doesn’t usually do anything to arrange or adorn it, beyond occasionally tying it back to keep it out of the way. Her piercing green eyes are perhaps her most captivating feature, both for their distinctive gold flecks, and for how expressive they can be when she’s excited. Zelda dresses simply, in practical traveling gear of forest greens and browns. Her hefty pack is well organized, and she also carries a bow, a shield, and a pair of daggers. Her traveling companions frequently see her sitting cross-legged, her pack beside her, intently focused on studying something. In those moments, she may have her nose in her spellbook, she may be gazing at a bush or flower, she may be quietly conversing with a small bird, or she might be puzzling out the meaning of some rune or artifact they’ve just encountered. In the heat of battle, Zeldaruil hangs back, gracefully gesturing with her elegant yew wand to create convincing illusions, entangling brambles, illuminating faerie lights, or a particularly creepy ghostly hand to draw the life from her foes. She fights with confidence and skill from a distance, but she quickly gets nervous when caught up in close combat. BACKGROUND Fey Wanderer Source CustomCustom Background Zeldaruil grew up wandering back and forth between the forest of Arbonesse and the Summer Lands, frequently taking a seemingly abandoned fey road and spending inordinate amounts of time among satyrs and pixies. Since then, she has spent centuries as a scholar. For this custom background, I've selected the Wanderer feature from the Outlander background, representing her lifelong comfort navigating the forests and even planar boundaries. I've also selected starting equipment from the Sage background, as it seemed to suit the scholarly life she has lived for the last few centuries. Skill Proficienies: Nature, Stealth Tool Proficiency: Musical Instrument (pan flute) Language: Sylvan Personality Trait: I am consumed by the desire to figure out how things work. Personality Trait: My favor, once lost, is lost forever. Ideal: Free Thinking. Inquiry and curiosity are the pillars of progress. Bond: When someone grants me a favor, I owe them my favor. Flaw: I'd risk too much to uncover a lost bit of knowledge. Quirks: pacing, mumbling, eavesdropping Zelda is driven, obsessed even, with figuring out how things work—especially when it comes to magic. Her studies have focused on the interplay between the magicks of nature and the arcane, as most keenly demonstrated by the fey. Zelda is easily excited when her curiosity is piqued, but otherwise she's pretty easygoing. She has a somewhat cynical take on people, even viewing her companions with a fey-like detachment, though she understands there is great value to be had in the bonds of friendship. Favors are important to her, and she feels she owes something to those who aid her. Zelda tends to deliberate before acting, but she is daring and willing to take risks. She has a dry sense of humor, and is known to laugh at her own unspoken jokes. She unabashedly eavesdrops on whatever she can hear, taking undue pleasure from learning others' secrets. Background Feature: WandererWanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. BACKSTORY Young Lynestra Vorammas was born among Arbonesse exiles, living a mostly hidden existence in the heart of the forest. Her father was quite strict, while her mother was dispirited and apathetic. Lynestra was a rebellious child, frequently wandering further than her father’s rules permitted. So it happened that she slipped unknowingly through a fey road into the Summer Lands. To this day, she is unsure whether the fey road was a forgotten path, or if its guardians simply let her pass. This accidental discovery was to have a profound effect on the young elf. Lynestra came across a group of satyrs who took to the elf child and became a second family. The fey path became a common escape for her throughout her childhood, since her parents did not know where she was playing. She learned the ways of the satyrs, made friends with some pixies and other fey, and came to know some of the old elves from the other side. Her natural affinity for magic was strengthened by such a close association with such magical creatures. After a time, she spent more time among the satyrs than in the Arbonesse itself, and grew apart from her parents. Lynestra’s mother never seemed to care where she was, but her father grew dismissive of the unruly child, and found his focus shifting back to the affairs of the forest. As she assimilated into her fey second family, Lynestra acquired some fey sensibilities of logic and morals, though she also understood the thinking of the elven exiles. Favors mean a great deal to her, which means that she tries to do things herself as much as she can, but when someone aids her, her gratitude compels her to favor them. She has also picked up some nonchalance about mortals’ deaths, not in a murderous sense, but rather in the sense that she never internalized norms or taboos about the gravity of death and the importance of grief. As Lynestra grew older, she found herself less and less welcome in the exclusive Summer Lands, especially among the elves, who viewed her as an outsider. She spent more time in the Arbonesse, understanding that she wasn’t meant to live on the other side. One day, when she was 87, the fey road she had traversed so many times simply wasn’t there any more. This vexed her on an intellectual level—did something happen to the ley lines supporting it, or did the elven court close the door on her intrusions? This spark lit a powerful curiosity which has driven her for centuries since. When she came of age, taking the name Zeldaruil, she found herself exploring the forest more deeply and seeking to learn its mysteries. She joined a small circle of druids, the Order of the Elm, an order of Arbonesse exiles and elfmarked druids dedicated to maintaining the purity of the Arbonesse. Zeldaruil reveled in the nature magic she was discovering, and spent a few decades immersing herself in the natural world. Her curiosity, however, remained unsatisfied. After a time, Zeldaruil stepped away from the druids and took the unusual step of leaving the Arbonesse altogether. She sought out the great libraries and arcane academies of Allain. Though her initial efforts were slow, she eventually gained admittance to study magic in Bemmea, acquiring wizardly skills while poring through tomes in every library she could find. Her studies have focused rather broadly on magic, particularly the overlaps between the nature magic of the druids and the arcane magic of wizards and sorcerers. In this, she was guided by her familiarity with the mercurial fey, who seem to naturally exude a mixture of these magics. In the centuries since, Zelda (as she’s often called among humankind) has gone on a few adventures, exploring some ruins for artifacts of lost magic, while learning a little more about the ley lines on which the elves built their great empire. Zelda is most at home where there’s a library and a forest in close proximity, where she can immerse herself in dense tomes and natural wonders alike. Yet she is equally eager to follow whatever leads she can to uncover more secrets of magic, be they guarded or lost. It was less than two years ago when she received a letter from a colleague by the name of Aeldren Thressentir, who suspected great secrets lie in a ruin called Rultmoork. She received word some months ago of Aeldren’s passing, as he sought the location of the ruin. So Zelda decided it was time to find it herself, and set out to explore the area of the Mana’s Waste. EQUIPMENT AND COINAGE ACCOUNTING Show this Starting Funds: 10 gp [background] + 400 gp [5th level character] = 410 gp Starting Equipment: [wizard] dagger, arcane focus (wand), explorer's pack, spellbook; [background] bottle of black ink, quill, small knife, letter from dead colleague with unanswered question about Rultmoork, belt pouch, common clothes; [DM boon] +1 Wand of the War Mage; [trinket] shard of obsidian that always feels warm to the touch Discarded Equipment: small knife Sold Equipment: spellbook (50 gp), explorer's pack (10 gp), arcane focus (wand) (10 gp), common clothes (5 sp) = 70 gp, 5 sp total 410 gp starting funds + 70 gp, 5 sp selling proceeds = 480 gp, 5 sp purchasing funds Purchased Equipment: Enduring Spellbook (100 gp), Disguise Self spell (60 gp 1st level scroll + 25 gp to copy 1st level illusion), shortbow (25 gp), 100 ft. silk rope (20 gp), pan flute (12 gp), wooden shield (10 gp), druidic focus (yew wand, purchased but merged with Wand of the War Mage in fiction) (10 gp), 10 sheets parchment (5 gp), traveler's clothes (2 gp), second dagger (2 gp), backpack (2 gp), grappling hook (2 gp), 3 days' trail rations (1 gp, 5 sp), quiver of 20 arrows (1 gp), bedroll (1 gp), bag of 20 caltrops (1 gp), hammer (1 gp), 10 iron spikes (1 gp), waterskin (2 sp), candle (1 cp), rare inks for spellbook (175 gp), second waterskin (2 sp) = 456 gp, 9 sp, 1 cp total 480 gp, 5 sp purchasing funds - 456 gp, 9 sp, 1 cp purchases bill = 23 gp, 5 sp, 9 cp remaining funds Remaining Funds: 23 gp, 5 sp, 9 cp SPELLBOOK ACCOUNTING Show this Cantrips: 4 from Wizard level 3, 1 from Improved Minor Illusion feature, 1 Int-based cantrip from River Elf = 6 total (acid splash, chill touch, light, message, minor illusion, prestidigitation) 1st level spells: 6 from Wizard level 1, 2 from Wizard level 2, 1 copied from scroll = 9 (alarm, comprehend languages, detect magic, feather fall, mage armor, shield, silent image, unseen servant; disguise self) 2nd level spells: 2 from Wizard level 3 (invisibility, web) Druid cantrips: 2 from Druid level 2, 1 from Circle of the Land = 3 (guidance, mending, shape water) Druid spells: 5 prepared (initially entangle, faerie fire, goodberry, healing word, speak with animals) NOTES ON CHARACTER MOTIVATION Show this Zeldaruil's primary motivation is the search for lost secrets of magic and deeper knowledge. She's willing to take risks to learn more, and won't easily give up the search. Once her companions have come to her aid, she will be incentivized to help them pursue their goals as well, less out of fondness than out of an inherent sense of fairness. She's less motivated for wealth than most adventurers, but she'll happily take things that will aid her directly. As for other treasures, she'll value them for the secrets they reveal and the pathways money can open up. With her fey-like detachment, I've set Zelda up so that if her party decides to shoot first and ask questions later, she will have no qualms with that callous adventuring style. If they instead prefer to talk to the monsters and negotiate, she'll quickly adapt to that style as well. As ever, Zelda will be more concerned with acquiring information than with the means used to do so. NOTES ON PLAY STYLE Show this As a player, I generally consider myself aware of what optimized play looks like, but far more interested in character-driven play. I know that a druid/wizard is not the strongest of builds, but it's far from useless. Zelda will provide value through a large number of ritual spells and utility cantrips, wild shape/familiar forms and invisibility for scouting or accessing hard-to-reach places, healing magic and goodberry's sustenance, and her knowledge and investigation skills to find meaning in the ruins. In combat, I plan to rely mostly on entangle, faerie fire, web, and/or illusions to shape the battlefield, while throwing out chill touch to contribute modest damage and healing word when someone's in trouble. I can handle a few rounds in melee, but I'll definitely be looking to be on the back lines. My instinct is to conserve spell slots and other resources rather than using them too freely. I don't plan to change out my prepared spells daily, preferring to keep the same spells prepared unless circumstances make a specific alternative obviously better. I do hope to find spell scrolls and/or spellbooks to learn from as we adventure, but that's not a requirement by any means. Edited April 24 by Newcomer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 11 Clone Share Posted April 11 Thanks for the application, and the accounting notes. Solid build, interesting character. Good luck on final selection, I have marked her as completed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Newcomer Posted April 22 Author Clone Share Posted April 22 (edited) Zeldaruil Lynestra Zeldaruil Vorammas River Elf Druid 2/Wizard 3 AC: 16 (mage armor, shield) | HP: 29/29 | Initiative: +1 | Passive Perception: 16 (darkvision 60 ft.) Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +7 | Spell DC: 14 Prepared Spells: entangle, faerie fire, goodberry, healing word, speak with animals; feather fall, mage armor, shield, silent image; invisibility, web Wild Shape: 2/2 | Arcane Recovery: 1/1| Natural Recovery: 1/1 | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Wand of the War Mage (arcane/druidic focus) Off Hand: Shield Proficiencies: +6 Arcana, Investigation, Nature, Perception | + 4 Stealth Action: Bonus Action: Move: Manipulate: Edited April 24 by Newcomer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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