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Tavo Quis - AI-generated fantasy Character

Tavo Quis

Half-Elf · Druid (Circle of the Land, Forest) · Level 10 · Outlander

Tavo Quis

Tavo is warm, observant, and socially nimble.
AC14
HP80/80
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 80 · 30 ft.
AlignmentNeutral GoodGenderMaleAge36 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields, nonmetal

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Sickles,
Slings,
Spears

Tools

Musical instrument, pan flute,
Gaming set, dice

Languages

Common,
Elvish,
Druidic,
Giant

Features

19 features

Bonus action

  • Healing Spirit

    When An ally within range needs healing.

    You summon a spirit that restores 1d4 plus 3 hit points to a creature within 30 feet as a bonus action.

Always on

  • Guidance

    When An ally makes or prepares to make an ability check.

    You can cast the guidance cantrip, granting a touched creature 1d4 to one ability check before the spell ends.

  • Wild ShapeLevel 2

    When As an action, twice per short or long rest.

    You assume the shape of a beast you have seen, following the limits of Wild Shape.

  • Natural RecoveryLevel 2

    When After a short rest, once per short rest.

    You recover expended spell slots during a short rest, up to a combined total of 5 spell levels.

  • Call Lightning

    When As an action after casting the spell, while the storm persists.

    You create a 60-foot-radius storm centered on a point within range. Lightning can strike one creature for 3d10 lightning damage on a failed Dexterity save, or half damage on a success.

  • Entangle

    When A group of enemies enters a clustered area.

    You conjure grasping plants in a 20-foot square. Creatures in the area must make a Strength saving throw or become restrained until the spell ends.

  • DruidicLevel 1

    You know Druidic, the secret language of druids, and can leave hidden messages in it. Other druids recognize such messages automatically.

  • SpellcastingLevel 1

    You can prepare and cast druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus.

  • Druid CircleLevel 2

    You choose the Circle of the Land, gaining circle spells and other features tied to a natural region.

  • Circle Spells, ForestLevel 2

    You gain additional spells that are always prepared and do not count against the number of druid spells you can prepare. Your Forest circle spells are barkskin, spider climb, call lightning, plant growth, divination, freedom of movement, commune with nature, and insect plague.

  • Land's StrideLevel 6

    You gain proficiency in one additional druid cantrip. You can also pass through nonmagical difficult terrain without extra movement and pass through nonmagical plants without being slowed or damaged by them. You have advantage on saving throws against magically created or manipulated plants.

  • Timeless BodyLevel 10

    Your body ages more slowly, and you suffer none of the frailty of old age. You cannot be magically aged.

  • Beast SpellsLevel 18

    You can cast many druid spells while in Wild Shape. You can provide the spell's somatic and verbal components while transformed, but cannot provide material components unless they are merged into your form.

  • Nature's WardLevel 10

    At 10th druid level, you gain immunity to poison and disease.

  • TraitHalf-ElfDarkvision out to 60 feet.
  • TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitHalf-ElfYou have proficiency in two skills, Deception and Persuasion.
  • TraitHalf-ElfYou can speak, read, and write Common and Elvish, plus one additional language, Giant.
  • WandererOutlander

    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. You can find food and fresh water for yourself and up to five other people each day, provided the land offers berries, small game, water, or similar resources.

Spells

16 spells

Spellcasting. Tavo Quis casts with Wisdom (spell save DC 13, 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): ,

Gear

9 items

Weapons

  • Scimitar
    A curved, single-edged blade suitable for a druid and traveler.

Armor

  • Leather armor
    Studded leather is not used because druids traditionally avoid worked metal. This leather armor is reinforced with hardened hide and wooden fasteners.
  • Wooden shield
    A round wooden shield painted with a green spiral and reinforced with woven root fibers.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
  • Druidic focus
    A carved seed pod wrapped in copper wire, used as a druidic spellcasting focus.
  • Deck of cards
    A worn deck inherited from Tavo's father, used for games, divination, and settling arguments.
  • Traveler's hunting kit
    A hunting knife, skinning tools, flint, cord, and small cooking supplies.
  • Dice set
    A small pouch of dice, marked in charcoal and bone. Tavo never plays more than eight rounds.

Purse

  • 10×
    Gold pieces
    Coin remaining after his father's affairs and debts were accounted for.

Appearance

Tavo is a broad-shouldered half-elf man with deep clove-brown skin inherited from his human father, thick black hair worn in short twists, and amber-brown eyes flecked with green. His pointed ears are modestly sized, and a thin scar cuts through his left eyebrow. He dresses in weathered leather armor beneath a moss-green cloak, with a carved wooden shield, a bone-and-copper druidic focus, and a pouch of marked gaming dice at his belt. His hands are strong from travel, climbing, and hard labor, but his smile is quick and disarming.

Mannerisms

Tavo rolls his shoulders before entering a negotiation, taps twice on any wooden table before speaking, and studies the wind whenever a conversation becomes emotionally dangerous. He smiles easily, but when he needs solitude, he becomes almost completely still and listens to the nearest living thing.

Personality

Tavo is warm, observant, and socially nimble. He can make a suspicious innkeeper laugh, a proud noble feel understood, or a frightened child believe everything will be fine. His charm is genuine, but not constant. After too much noise, he disappears into the nearest patch of wilderness, where he can be nothing more than one quiet note in nature's symphony. He loves games because they reveal character, and he respects a clever opponent more than an easy victory.

Ideals

Freedom. The wild belongs to no crown, merchant house, or family name. People should be allowed to choose their path, and the strong should use their strength to keep that choice alive for others.

Bonds

I will settle my father's debts honestly, then find the ancient grove where my mother lives. I carry his worn deck of cards and her carved seed pod, and I will not let either become a relic of unfinished business.

Flaws

I cannot resist a card or dice game, even when the wiser choice is to walk away. I also hide worry behind charm, flirtation, and jokes until a problem has grown too large to ignore.

Quirks

Never plays cards or dice for more than eight rounds, regardless of the stakes.
Names particularly old trees and apologizes before cutting firewood.
Keeps one losing card from every memorable game.
Can identify most travelers by their boots before seeing their faces.
Leaves small offerings of salt, seeds, or polished stones at crossroads.

Background

Tavo was raised in a river-port district by his father, a strong-backed caravan guard who taught him to read roads, people, and the faces of men about to cheat at dice. His mother was an elven druid who belonged to a hidden ancient grove far beyond the trade routes. She left when Tavo was very young, not from lack of love, he was told, but because the grove was threatened and her duty demanded that she return. Tavo grew up with only fragments of her, a carved seed pod, a half-remembered lullaby, and the scent of crushed clove on an old traveling cloak. When his father died, he left behind debts, disputed contracts, and a collection of promises Tavo could not ignore. Tavo took up the road, intending to settle those affairs and follow the scattered clues toward his mother's grove. Along the way, he learned the language of leaves, weather, and animal tracks from a reclusive circle of druids. His wanderings made him an outlander in every city and a familiar stranger in every wilderness. He hopes to find his mother, but he also fears that the grove may ask him to choose between the family he lost and the people who still depend on him.

“His mother was an elven druid who belonged to a hidden ancient grove far beyond the trade routes.”
From their backstory
Background
Outlander

Connections

Species

Half-Elf

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