Mikheil Veyr
Mikheil Veyr
Sheet
AC 14 · HP 98 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Circle of the Moon Feature, Primal StrikeLevel 6
You can use an action to expend one use of Wild Shape and cast a druid spell while in beast form. You can perform the somatic and verbal components of the spell while transformed, but cannot provide material components unless the form can manipulate them.
Bonus action
- Combat Wild ShapeLevel 2
You can use Wild Shape as a bonus action. While transformed, you can expend a spell slot to regain 1d8 hit points per level of the spell slot as a bonus action.
Always on
- Wild ShapeLevel 2
When Bonus action, twice per short or long rest
Mikheil shifts into the shape of a beast he has seen, gaining its physical statistics while retaining his alignment, personality, and mental ability scores.
- Combat Wild Shape Healing
When Bonus action while in Wild Shape
Mikheil can expend a spell slot while in beast form to heal himself for 1d8 hit points per level of the spell slot.
- Multiattack Forms
When Attack action while in a suitable beast form
Mikheil can attack twice, instead of once, whenever he takes the Attack action on his turn while in a beast form capable of attacking multiple times.
- Concentration Shifting
When Before or during Wild Shape
Mikheil can cast healing and control spells before transforming, then use Wild Shape to fight while maintaining concentration.
- DruidicLevel 1
You can speak, read, and write Druidic, the secret language of druids. You can also use it to leave hidden messages that only druids recognize.
- SpellcastingLevel 1
You can cast druid spells using Wisdom as your spellcasting ability. You prepare a number of druid spells equal to your druid level plus your Wisdom modifier, and you know four druid cantrips at this level.
- Circle FormsLevel 2
You can transform into beasts with a challenge rating as high as 1, including beasts with a swimming speed. You can transform into beasts with a flying speed beginning at 8th level.
- Timeless BodyLevel 18
You suffer none of the drawbacks of old age, and you cannot be magically aged. You can still die of old age, and you can still suffer the effects of magical aging that do not rely on a natural aging process.
- Beast SpellsLevel 18
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in beast form, and you can provide material components if they are consumed by the spell, carried by the form, or merged into it.
- ArchdruidLevel 20
You can use Wild Shape an unlimited number of times. You can also ignore the verbal and somatic components of druid spells and any material components that lack a cost and are not consumed, allowing you to cast them while in beast form.
- Ability Score ImprovementLevel 4
At 4th level, 8th level, and 12th level, you increase your ability scores. These increases raised Strength to 18, Constitution to 15, and Wisdom to 20.
- Wild Shape ImprovementLevel 8
At 8th level, you gain the ability to use Wild Shape to assume a beast form with a flying speed.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you cannot distinguish color in darkness.
- TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills, Deception and Nature.
- TraitHalf-ElfLanguages, you can speak, read, and write Common, Elvish, and one additional language, Giant.
- TraitHalf-ElfAbility Score Increase, your Charisma increases by 2, and your Strength and Wisdom each increase by 1.
- WandererOutlander
He has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural landmarks he has seen. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Spells
16 spellsSpellcasting. Mikheil Veyr casts with Wisdom (spell save DC 17, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots): ,
5th level (2 slots):
6th level (1 slot): ,
Gear
10 itemsWeapons
- ScimitarA curved one-handed blade used by hunters and travelers. It is a martial melee weapon with the finesse and light properties, dealing 1d6 slashing damage.
Armor
- Wooden shieldA wooden shield carved with a spiral of leaves and river stones. It grants a +2 bonus to Armor Class while wielded.
- Leather armorA suit of worn leather armor reinforced at the shoulders and ribs.
Tools
- Gaming setA battered set of bone and wooden dice, a marked deck of cards, and a small leather cup.
Gear
- Druidic focus, wooden staffA staff cut from a lightning-struck ash tree, used as a druidic focus and walking stick.
- Explorer's packA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope.
- Staff or hunting trophyA trophy taken from a defeated beast, in his case a polished aurochs horn wrapped in red thread.
- Traveler's clothesA set of traveler clothes cut for freedom of movement and minimal baggage.
- Belt pouchA small pouch containing the remnants of his father's last liquid assets and the first coins earned on his journey.
Purse
- 10×Gold piecesCoins retained from the Outlander starting package and his father's wayhouse.
Appearance
A young half-elf man with deep clove-brown skin inherited from his human father, a lean but strongly built frame, and long dark hair threaded with copper and pale gold strands. His pointed ears, high cheekbones, and clear green eyes reveal his elven heritage. He dresses in practical, scant clothing made from softened hide, woven cord, leaves, and weathered cloth, modest enough for travel but deliberately free of excess. A wooden shield hangs at his back, his scimitar rests at his hip, and a carved antler pendant serves as his druidic focus. His body bears small scars from wilderness travel, card-game brawls, and one memorable encounter with an offended aurochs.
Mannerisms
He rolls a die across his knuckles when thinking, tilts his head toward birdsong during conversations, and answers difficult questions after a deliberate pause as though waiting for the forest to finish speaking. When amused, he smiles with one corner of his mouth first. When truly angry, he becomes very still and begins naming nearby plants under his breath.
Personality
Mikheil is warm, magnetic, and quick with a teasing remark, especially when he senses someone is lonely or trying too hard to appear intimidating. He enjoys attention but does not need it constantly. After a lively evening, he disappears alone into the nearest patch of wilderness, where he can sit quietly and become nothing more than another sound among insects, leaves, and wind. He is generous with food, suspicious of institutions, and relentlessly curious about people who believe they have nothing interesting to say. He plays cards and dice with the confidence of a professional cheat, though he insists that the real skill is knowing when to stop. He never plays for more than eight rounds, regardless of whether he is winning or losing, and no alcohol seems capable of making him drunk.
Ideals
Freedom belongs to every living thing. Civilization is valuable only when it protects life rather than trying to own it. A promise should be honored, but no promise is more sacred than mercy.
Bonds
He intends to find the ancient grove, settle his father's debts honestly, and learn whether his mother left because she had to or because she chose to. He also protects the old wayhouse, its travelers, and anyone who reminds him of the vulnerable strangers his father once sheltered.
Flaws
He cannot resist a wager, even when the prize is insulting, the opponent is dangerous, or the stakes are obviously manipulated. He is quietly terrified that his mother chose the grove over him, so he often turns vulnerable questions into jokes, flirtation, or a new round of cards. He also tends to treat debts as moral wounds, including debts that were never his to pay.
Quirks
Background
Mikheil Veyr was raised on the edge of a forest where his human father kept a modest wayhouse for hunters, peddlers, pilgrims, and anyone else who could pay in coin, stories, or useful labor. His elven mother, Tsiala, left when he was very young, returning to the hidden ancient grove she tended somewhere beyond the mapped roads. Mikheil remembers her mostly through fragments, the scent of crushed juniper, a lullaby with no known ending, and the way every animal in the yard went still when she entered. His father never spoke bitterly of her, but he did leave behind debts, unpaid promises, and a locked chest of letters that Mikheil now carries from creditor to creditor.
“His elven mother, Tsiala, left when he was very young, returning to the hidden ancient grove she tended somewhere beyond the mapped roads.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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