Taz
Taz
Sheet
AC 14 · HP 10 · 35 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAlways on
- Elementalism
When When she needs a minor magical effect or a simple attack
Taz whispers a command in Druidic and releases a small burst of primal energy or natural force.
- Guidance
When Before an ally makes an ability check
A touch or brief prayer restores a creature's vitality.
- Produce Flame
When When she needs light or a ranged magical attack
A flame appears in her hand or is hurled at a target.
- Druidcraft
When When she wants to signal, distract, or perform a minor nature trick
She causes a harmless natural sign, such as a scent, sound, or tiny weather effect.
- Entangle
When When enemies cluster or pursuit needs to be slowed
Vines and grasping plants erupt in a 20-foot square, creating difficult terrain and restraining creatures that fail their saving throws.
- Cure Wounds
When When an ally is injured and she can reach them
A creature she touches regains 2d8 hit points plus her Wisdom modifier.
- Faerie Fire
When When hidden or evasive enemies need to be exposed
Colored light outlines creatures in a 20-foot-radius sphere, preventing invisibility and granting Advantage on attacks against affected creatures.
- Thunderwave
When When surrounded or when she needs to scatter pursuers
Thunder erupts around her, forcing nearby creatures to make a Constitution saving throw or take 2d8 thunder damage and be pushed away.
- SpellcastingLevel 1
You can cast Druid spells using Wisdom. You know three cantrips, including one from Primal Order, and can prepare four level 1 or higher Druid spells. You can use a Druidic Focus as a spellcasting focus and regain expended spell slots after a Long Rest.
- DruidicLevel 1
You know Druidic, the secret language of Druids. You can leave hidden messages that other Druids recognize automatically. You always have Speak with Animals prepared.
- Primal OrderLevel 1
Magician. You know one extra Druid cantrip. You also add your Wisdom modifier to Intelligence checks made with the Nature skill.
- TraitElfDarkvision, 60 feet.
- Elven Lineage, Wood ElfElfSpeed increases to 35 feet and you know the Druidcraft cantrip.
- TraitElfFey Ancestry, Advantage on saving throws made to avoid or end the Charmed condition.
- TraitElfKeen Senses, proficiency in Perception.
- TraitElfTrance, you do not need to sleep, cannot be magically put to sleep, and can finish a Long Rest in 4 hours of trancelike meditation.
- AlertCriminal
Alert. Proficiency is added to Initiative rolls. Immediately after Initiative is rolled, the character can trade Initiative with a willing ally in the same combat, provided neither is Incapacitated.
Spells
5 spellsSpellcasting. Taz casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (2 slots): , , , ,
Gear
12 itemsWeapons
- 2×DaggerA pair of simple blades, useful for defense, cutting rope, and concealing in clothing.
- SickleA curved harvesting blade that doubles as a druidic weapon.
Armor
- Leather ArmorLight leather armor reinforced with strips of old ship canvas.
- ShieldA wooden shield painted with a faded white seabird.
Tools
- Thieves' ToolsA kit for picking locks and disarming or manipulating traps.
- Herbalism KitSupplies for identifying and preparing medicinal herbs.
Gear
- CrowbarA sturdy iron bar used for forcing doors, prying crates, and improvised leverage.
- 2×PouchSmall belt pouches for coins, spell components, and stolen provisions.
- Traveler's ClothesWorn, practical clothing repaired with mismatched thread and sailcloth.
- Druidic Focus, QuarterstaffA quarterstaff carved with tide marks and used as a Druidic Focus.
- Explorer's PackA pack containing basic travel and camping supplies.
Purse
- 16×Gold PiecesLoose starting currency from her criminal background.
Appearance
A lean wood elf woman of medium height, with weather-browned skin, dark green eyes, and coarse black hair cut just below the jaw. Her pointed ears are decorated with small bits of sea glass and knotted cord. She wears a patched leather coat over practical travel clothes, with one carefully maintained red sash that once belonged to her mother. Her teeth are slightly uneven, and when she eats she tears food into small, precise bites rather than chewing casually. She carries herself with wary stillness, as if every room has an exit she has already measured. An albatross named Kest circles overhead whenever the ship is near, and often lands beside her without invitation.
Mannerisms
Taz speaks in short sentences and frequently answers questions with a nod, a shrug, or a pointed glance toward Kest. She checks knots whenever she is anxious, eats with deliberate precision, and stands near walls rather than in the middle of a room. When someone powerful begins giving orders, one corner of her mouth lifts before she can stop it.
Personality
Quiet, observant, and self-contained, Taz shows affection through practical acts rather than words. She notices who has not eaten, who is standing watch too long, and which crew member is pretending not to be afraid. She is uncomfortable with praise and suspicious of grand speeches, but she has a dry sense of humor that appears at the worst possible moment.
Ideals
Freedom. No community, captain, elder, or law should own another person's choices. If breaking a rule gives someone room to breathe, the rule deserves to be broken.
Bonds
Kest, the albatross, is the first living creature Taz chose to trust and the one companion she refuses to abandon. She also keeps her mother's red sash and secretly sends aid to exiles, runaways, and children living in port slums.
Flaws
She assumes every kindness has a hidden cost and often disappears rather than ask for help. When frightened or cornered, she creates a distraction before considering whether it was wise. Her instinct to disrupt authority can endanger negotiations, even when nobody is being harmed.
Quirks
Background
As a child, Taz grew up among a secluded community of wood elves that treated the forest as both refuge and law. A fire swept through part of the settlement during a storm, and Taz survived by leading two younger children through a flooded root tunnel. The elders blamed her for disobeying orders and accused her of drawing danger toward the village. By the time the truth became inconvenient to ignore, she had already been sent away. She never returned. The years that followed taught her to sleep lightly, steal only what she needed, and read the moods of animals more reliably than the promises of people. She became a quiet burglar and courier in coastal towns, using hidden Druidic marks to guide desperate people toward food, shelter, and safe passage. Her crimes were mostly aimed at storehouses, smugglers, and merchants who could afford to lose something. During one escape across a harbor roof, she found an injured albatross tangled in fishing line. She freed it, shared her meal, and expected nothing in return. The bird followed her to the next port, then onto a pirate ship, and has remained her closest companion ever since. Joining the ship's traveling group was supposed to be practical, but the constant proximity of other people unsettles her. She helps the crew because she recognizes hunger and exile, while quietly arranging harmless disruptions whenever life becomes too orderly.
“A fire swept through part of the settlement during a storm, and Taz survived by leading two younger children through a flooded root tunnel.”
- Background
- Criminal
Connections
Species
Elf
Media
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