Sylvan Vexmoor
Sylvan Vexmoor
Sheet
AC 12 · HP 14 · 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
Weapons
Tools
Languages
Features
14 featuresBonus action
- Quickened Spell
When When casting a spell with a casting time of 1 Action
Sylvan alters the pace and force of a spell, changing its casting time to a Bonus Action when applicable by spending 2 Sorcery Points.
- Innate SorceryLevel 1
Once per Long Rest, Sylvan can unleash his innate magic for 1 minute as a Bonus Action. During that time, he has Advantage on the attack rolls of Sorcerer spells he casts, and the Difficulty Class of his Sorcerer spells increases by 1.
- MetamagicLevel 2
Sylvan knows Quickened Spell and Subtle Spell. Quickened Spell changes a spell with a casting time of an Action to a Bonus Action for 2 Sorcery Points. Subtle Spell allows him to cast a spell without Verbal or Somatic components for 1 Sorcery Point.
Always on
- Subtle Spell
When When casting a spell
Sylvan casts a spell without Verbal or Somatic components by spending 1 Sorcery Point.
- SpellcastingLevel 1
Sylvan uses Charisma for his Sorcerer spells. At level 3, he has four Sorcerer cantrips and can prepare six Sorcerer spells of 1st or 2nd level. He has four 1st-level spell slots and two 2nd-level spell slots.
- Font of MagicLevel 2
Sylvan has three Sorcery Points, regained when he finishes a Long Rest. He can expend spell slots to gain Sorcery Points or create spell slots according to the Font of Magic rules.
- Draconic ResilienceLevel 3
Sylvan's body bears faint dragon-like scales. His Hit Point maximum increases by 3. While he is not wearing armor, his base Armor Class equals 10 plus his Dexterity modifier plus his Charisma modifier.
- Draconic SpellsLevel 3
Sylvan always has Alter Self, Chromatic Orb, Command, and Dragon's Breath prepared. These spells do not count against the number of Sorcerer spells he can prepare.
- TraitElfDarkvision, Sylvan can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitElfHigh Elf Elven Lineage, Sylvan knows the Prestidigitation cantrip and can replace it with another Wizard cantrip after each Long Rest. He always has Detect Magic prepared, can cast it once without a spell slot per Long Rest, and can also cast it using spell slots. Charisma is the spellcasting ability for these lineage spells.
- TraitElfFey Ancestry, Sylvan has Advantage on saving throws made to avoid or end the Charmed condition.
- TraitElfKeen Senses, Sylvan has proficiency in Perception.
- TraitElfTrance, Sylvan does not need to sleep, cannot be put to sleep by magic, and can finish a Long Rest in 4 hours of trancelike meditation.
- Magic Initiate, WizardSage
Magic Initiate, Wizard. Sylvan knows two Wizard cantrips and one 1st-level Wizard spell. He can cast the 1st-level spell once without a spell slot per Long Rest and can also cast it using spell slots. Intelligence is the spellcasting ability for these feat-granted spells.
Spells
13 spellsSpellcasting. Sylvan Vexmoor casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , , , ,
2nd level (2 slots): , ,
Gear
9 itemsWeapons
- SpearA simple reach weapon used more often as a walking staff than in battle.
- 2×DaggerLight blades kept in a pair of worn leather sheaths.
Tools
- Calligrapher's SuppliesWriting instrument, ink, and supplies for producing careful copies and illuminated notes.
Gear
- Arcane Focus, CrystalA cracked crystal that serves as Sylvan's arcane focus.
- Dungeoneer's PackA pack containing travel necessities, rope, rations, and basic adventuring gear.
- Book, HistoryA scholarly volume concerning disputed histories of the ancient world.
- 8×ParchmentClean writing material reserved for notes, diagrams, and copied fragments.
- RobeA plain but well-maintained scholar's robe.
Purse
- 8×Gold PiecesCoins retained from years of scholarly errands and paid research.
Appearance
Sylvan is a slender, medium-height High Elf with pale bronze skin, long black hair gathered into an immaculate knot, and bright amber eyes that seem to catch firelight even in darkness. Fine copper-colored scales glimmer along his collarbones, wrists, and jawline, subtle enough to pass as unusual skin texture until he casts a spell. He wears a weather-stained scholar's robe beneath a traveler's mantle, both carefully mended. A cracked crystal arcane focus hangs at his throat on a cord polished smooth where his fingers constantly worry it.
Mannerisms
Sylvan speaks in precise, academic sentences, then abruptly abandons them when excited. He taps his crystal focus three times before casting a significant spell, adjusts the cuffs of his robe whenever nervous, and pauses to inspect unfamiliar symbols before acknowledging the person who drew them.
Personality
Sylvan is intensely curious, quick-witted, and socially fearless. He treats dusty archives and dangerous ruins with the same delighted attention another person might give a festival. He is kind to apprentices, servants, and people whose knowledge has been ignored, but he becomes theatrically insufferable around anyone who mistakes wealth or authority for intelligence.
Ideals
Knowledge should be liberated, not hoarded. The powerful have enough secrets already, and every useful truth belongs in the hands of those who need it.
Bonds
The cracked crystal focus at his throat belonged to his dead mentor, who vanished while investigating Sylvan's draconic ancestry. Sylvan will cross any distance to learn what happened and recover the missing final page of the mentor's research.
Flaws
Sylvan cannot resist correcting an incorrect quotation, even when doing so is tactless or dangerous. He also believes that every mystery has a rational explanation, and he becomes reckless when evidence suggests that his own theories are wrong.
Quirks
Background
Sylvan Vexmoor was born beneath the silver boughs of an ancient elven archive, where his family served as caretakers of histories too dangerous to leave in ordinary libraries. His gift for sorcery appeared when he was still young by elven standards, first as harmless sparks that danced across the margins of books, then as a burst of blue-white flame that reduced an entire index of forbidden draconic genealogies to ash. The fire did not consume Sylvan. Instead, it left faint copper scales along his skin and awakened a voice in his dreams that spoke in the rolling cadence of dragons. He became a traveling sage, trading labor and magical demonstrations for access to private collections, ruined observatories, and monasteries that guarded fragments of lost lore. His studies eventually revealed that his magic descends from a dragon who once hid knowledge from tyrants by encoding it in living bloodlines. Sylvan now seeks the scattered pieces of that secret before a ruthless antiquarian assembles them into a weapon. He is brave, curious, and dangerously willing to open any door marked with a warning, provided he believes what lies beyond might help ordinary people survive the ambitions of the powerful.
“Instead, it left faint copper scales along his skin and awakened a voice in his dreams that spoke in the rolling cadence of dragons.”
- Background
- Sage
Connections
Species
Elf
Media
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