Jump to content

Lynestra Zeldaruil Vorammas, River Elf Druid/Wizard


Newcomer

Recommended Posts

 

 

Lynestra Zeldaruil Vorammas
"Zelda"

Scholar of arts natural and arcane

Zeldaruil1.jpg.fb6c0d1cd77b618be88343403b95eaf7.jpg

 

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 Recovery | Ritual Casting | Illusion Savant | Improved Minor Illusion


DRUID CLASS ABILITIES
Druidic | Ritual Casting | Wild Shape | Wild Companion | Natural Recovery 


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


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)Mending | Shape Water


CANTRIPS (Wizard + River Elf)

Acid Splash |  Chill Touch | LightMessageMinor Illusion | Prestidigitation


FIRST LEVEL (Druid)

Entangle (C)Faerie Fire (C) | Goodberry | Healing Word (B)Speak with Animals (Rit)


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) | Mage Armor | Shield (Rct)Silent Image (C)


SECOND LEVEL (Wizard)

Invisibility (C)Web (C)

(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) | 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) | Mage Armor | Shield (Rct)Silent Image (C) | 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) | Web (C)

(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 Mage

 

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 by Newcomer (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...
Posted (edited)
Zeldaruil

Lynestra Zeldaruil Vorammas River Elf Druid 2/Wizard 3Zeldaruil1.jpg.1e931d03c582bf19677af59a5cdb6872.jpg


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 by Newcomer (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...