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Saara Renalish - Bound by Faeryl Myrryn


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Saara Renalish

Hunter of Mages, bound by Faeryl Myrryn

[Link to Character Sheet]


"Did they quake before your shadow and lightning, Sorcerer? Did they tremble?"



Medium humanoid female (Yuan-Ti), lawful neutral

Armor Class 19

Hit Points 43 ( 4d10 + 1d6 + 10 )
Speed 35' ft.

Senses darkvision 60 ft., blindsight 10 ft.

Languages common, sylvan, draconic, aglarion

Proficiency Bonus +3



Proficiency Bonus: +3

Strength 15 (+2)
Save +2
Athletics +5

Dexterity 10 (+0) 
Save +0 
Acrobatics +0 | Sleight of Hand +0 | Stealth +0 (D)

Constitution 14 (+2)
Save +2 
No skills associated.

Intelligence 10 (+0)
Save +0* 
Arcana +3 | History +0 | Investigation +3 | Nature +0 | Religion +0

Wisdom 10 (+0)
Save +3
Animal Handling +0 | Insight +3 | Medicine +0 | Perception +0 | Survival +0

Charisma 16 (+4) 
Save +6 
Deception +3 | Intimidation +3 | Performance +3 | Persuasion +3

(E) denotes expertise. / Bold denotes proficiency. / (D) denotes disadvantage



  • Tools 
  • Instruments 
  • Weapons Martial, simple
  • Armors Light, Medium, Heavy, Shields

Divine SenseAs an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 5 times per long rest. | Lay On HandsYou have a pool of healing power that can restore 20 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. | Fighting StyleYou adopt a style of fighting as your specialty.

Blind Fighting
 | SpellcastingYou can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use a holy symbol as a spellcasting focus. | Divine SmiteWhen you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). | Divine HealthYou are immune to disease. | Sacred OathOath of the Ancients | Channel Divinity: Nature's WrathDC 15

You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
 | Channel Divinity: Turn the FaithlessAction Type: 1 Action
Attack/Save: WIS 15
Range/Area: --ft. Reach

You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Otherworldly Patron | Pact Magic | Expanded Spell List | Form of Dread | 

Darkvision | Magic Resistance | Poison Resistance | Serpentine Spellcasting 


Crossbow Expert




  • Longsword +5 to hit for (1d8+2) slashing | Martial, versatile, booming blade
  • Eldritch Blast +7 to hit for (1d10) force damage. | 2 Count (120)



SPELL SLOTS 3/3 (1st)
PACT SLOTS 1/1 (1st)

  • Paladin - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 6
  • Warlock - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 2


Eldritch BlastBooming Blade | Poison Spray


Animal FriendshipEnchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a morsel of food)
Duration: 24 hours
Attack/Save: WIS 15
Source: PHB, pg. 212

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
 (at will on snakes) | BlessEnchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a sprinkling of holy water)
Duration: Concentration, up to 1 minute
Source: PHB, pg. 219

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(C) | Comprehend LanguagesDivination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M(a pinch of soot and salt)
Duration: 1 hour
Source: PHB, pg. 224

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.
 | Cure Wounds | Detect Magic (C) | Ensnaring Strike (B) | Hex (B, C) | Searing SmiteEvocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: CON 15
Source: PHB, pg. 274

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.


Suggestion (1/day free)

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.



  • Weight: 170.06 lbs. / 225 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.04 lbs.)

Copper: 0 | Silver: 1 | Gold: 213 | Obsidian: 0 | Platinum: 20

(231 Coins x .02 lbs. = 4.46 lbs. Total Weight)


Equipped items can be retrieved with a manipulate item interaction.

  • Armor (65 lbs.) Traveler's Clothes - 4 lbs. | Splint Mail - 60 lbs. | Shield - 6 lbs.
  • Weapons (3 lbs.) Longsword 3 lbs.
  • Readied Items (10 lbs.) Rod of the Pack Keeper* | Emblem (mounted to shield) | Javelin - 10 lbs.


Stored items can be retrieved with an action.

  • In Backpack (72.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Hammer - 3 lbs. | Holy Symbol | Holy Water - 1 lbs. | Manacles - 6 lbs. | Mess Kit - 1 lbs | Mirror, Steel - .5 lbs. | Oil - 1 lb. | Stake 9x | Tinderbox 1 lb. | Torch 13x - 13 lbs. |
  • Strapped to Backpack (16 lbs.) Crowbar - 5 lbs. | Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. |


* Denotes magic item (see below)






Rod of the Pact Keeper +1While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.



Age 32 | Height 5' 9" | Weight 176 lbs. | Hair Dirty Blonde | Eyes Pale Green | Complexion Pale and slightly sickly

As a pureblooded childe of the Court of Asps, there is little to give away that Saara is anything other than human. Perhaps her skin is slightly sickly looking, her dirty blonde hair tending to colors that are ever so slightly unnatural, her eyes not quite the right shade of green, but there is nothing about her that cannot be explained away. Her features are soft and rounded, with none of the sharpness that one might expect from a creature of the Fey. She might be considered beautiful, in her own unearthly way, but there is a curious alienness to her complexion. She typically dresses in a coat of iridescent splint mail, a cloak of deep green about her broad shoulders. Her shield bears the Emblem of her Lord and Patron, the Magesign of Faryl Myrryn himself, though few would recognize the ancient sigil. She wields a strange rod, slight, thin, that looks more akin to a curved and barbed spear than a propper rod. The implement carries a weight to it, a dread authority that is difficult to ignore.

When she draws on Faryl's power, the ruse becomes much harder to maintain. Then, her features became gaunt and hollowed, as if the weight of centuries was draining the vitality from her flesh. Sigils and runes crackle and sizzle about her in those moments, filling her with her Patron's magic.


Haunted One

Source Ravenloft

  • Personality Traits: I live for the thrill of the hunt. I put no trust in divine beings.
  • Ideals: A deal is a deal, and I would never break one.
  • Bonds: I owe a debt to Faryl Myrryn that I can likely never repay.
  • Flaws: I don’t pay attention to the risks in a situation when magic is involved, trusting in my bloodline.

Heart of DarknessThose who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.


All know the tale of Xantharos, the Great Dragon who was slain by the Dark Star and its Angels after emerging onto the face of Aglarion. Yet when the tale is told, most simply gloss over its beginnings, perhaps briefly mentioning only that the Drow Vampire Conjurer Faryl Myrryn was responsible for banishing the Father of All Dragons from the Feyrealm to the Material Plane. The name, to most, means nothing. A fairy tale, in the most literal sense of the word, an ancient name from eons past.

Yet the Feyrealm is a curious place where time is concerned, and for some natives of that place the legends of the ancient past aren't children's tales, they are reality. Saara Renalish was one such, born and raised into the inner circles of Faryl Myrryn's Court within the Feyrealm, a legend of the past made manifest in the flesh. Her bloodline was a carefully kept secret of the great Conjurer, a race shaped and warped by Faryl's will over millennia. Known within his domain as the Court of Asps, called in other tongues the Yuan-Ti, Saara's kin were born and bred to resist not just fey magic, but all magic. A race of guards, soldiers, and servitors who feared no Art, and would laugh in the face of searing Magefire or a Witch's foulest blood curse.

Yet the Court of Asps were more than just soldiers and guards, for Faryl employed his Agents in many tasks. Principally, they have become his servants in the mortal realm. Far more human looking than any of the fey, the Court of Asps carry out their undead master's will upon the Material Plane.

Saara was trained for such a position from a young age, trained to wield blade and sorcery to break the magic of mortals. Like her mother before her, she was raised as a Magehunter, to seek out those mortal willworkers and sorcerers who had offended her Master upon the Material Plane. Upon coming of age, she was empowered with a drop of Faryl's blood, granting her an insignificant measure of the ancient Vampire's power. A taste of Necromancy, infusing her magic and her soul with his essence. So it was that on the night of her 35th birthday, Saara Renalish came to find herself hauling herself bodily out of the Bottomless Well in the South District of Onadbyr. She knew little enough of the strange land within which she found herself, but she was not alone. Another of the Court of Ash came with her, her half-brother Jeeran Renalish. Besides, the two had been granted everything they needed. Armor to shield her flesh from cold iron, wards to break even the mightiest spell, and a name.

Kalos Poimenikos, high Grave Cleric of the Temple of Death.

That was three years ago, in mortal reckoning, and now Saara is far more worldwise than when she had first emerged dripping from the well. She hasn't seen Jeeran in almost nine months, the work pulling them apart more often than it brings them together. Her higher calling has taken her to the Isles of Xantharos twice now, chartering passage and hunting down the few Scions of the Father of Dragons who remain. Powerful Sorcerers, yet the names of their dead at the hands of the Court of Asps over the millennia are endless. For the grudges of the Truefey can last for an eternity, and some debts are not meant to be paid. Kalos has work enough for her in the lulls. She currently owes no favors to the Priest of Death, but the trading of such is what it means to be Feyborn. Debts have traded back and forth between then a half-dozen times, and each is largely satisfied with the other's work. When she lacks a task or target set to her from either Kalos or her true Master, she keeps her skills sharp taking contract work from Trazz the Cruel, who enjoys having a Spellbreaker on hand to tank the worst hexes and the most searing arcane lightning his marks can throw and still come out the other side of the skirmish with their body and mind (mostly) intact.

One might think bearing the Curse of Undeath might cause one to adopt a somewhat morose outlook on life. Not so for Saara, who was a jubilant member of the Court of Asps as a child of the fey, and has become no less rambunctious with age and experience. She burns with an inner fire, a zest for life and all its delights and troubles. She tries new foods, spices, and experiences whenever and wherever she can, and though she ends up not liking most of it, she's as enthusiastic in her insults as she is in her drive to move on to the next novel thing. For someone whose Master could conceivably quite easily grant her immortality, she oddly seems to live every day as if it was her last.

She does not know when she will be returned to the Feywild, and in truth she doesn't really care. She has grown to love Onadbyr and all its myriad inconsistencies and strangeness. She never truly considered her assignment there a banishment, and is proud of the duty to which she has been set. There is a thrill in Magehunting, in tasting the blood of the spawn of Xantharos upon her blade, in feeling their charms and deeper power break on her flesh. She loves it, loves the work, and should it someday kill her she will die with a smile on her face and laughter in her heart.


Edited by TheRaconteur (see edit history)
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Saara Renalish Yuan-Ti Paladin 4/Warlock 1YoungFemaleWhitePaladin5341.jpg.5bfd0b61ecd3feccc66e67cecfb6113a.jpg

AC: 19 (splint mail and shield) | HP: 43/43 | Initiative: +0 | Passive Perception: 10
Spell Slots: 1st 3/3, Pact 1/1 | Spell Attack: +7 (rod of the pact) | Spell DC: 15 (rod of the pact)
Lay on Hands: 20/20 | Divine Sense: 5/5 | Form of Dread: 3/3 | DM Inspiration: 1/1



Main Hand: Empty
Off Hand: Shield

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.



Edited by TheRaconteur (see edit history)
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