Selvara Wynnglade
Selvara Wynnglade
Sheet
AC 18 · HP 38 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
15 featuresAction
- Turn Undead and Destroy UndeadLevel 2
Selvara can use an action to present her holy symbol and turn undead within 30 feet that can see or hear her. A turned creature must spend its turns fleeing and cannot willingly move closer to her. At 5th level, undead of challenge rating 1/2 or lower that fail their saving throw are destroyed.
Always on
- Turn Undead
When As an action when undead are within 30 feet
Selvara presents her holy symbol and turns undead within 30 feet that fail a Wisdom saving throw. Turned creatures flee and cannot willingly move closer to her.
- Knowledge of the Ages
When As an action, using Channel Divinity
Selvara channels divine power into her awareness, granting proficiency with one skill or tool for 10 minutes.
- Read Thoughts
When As an action, using Channel Divinity
Selvara reads the surface thoughts of one creature within 60 feet that fails a Wisdom saving throw, with deeper probing possible while she maintains concentration.
- SpellcastingLevel 1
Selvara is a 5th-level spellcaster. Wisdom is her spellcasting ability. She can prepare cleric spells after completing a long rest and uses a holy symbol as a spellcasting focus.
- Divine Domain, Knowledge DomainLevel 1
Selvara chooses the Knowledge Domain, gaining domain spells, proficiency in two additional languages, and proficiency with two of the following skills: Arcana, History, Nature, or Religion. She chooses Arcana and History. Her proficiency bonus is doubled for ability checks using those skills.
- Channel Divinity, Knowledge of the Ages and Read ThoughtsLevel 2
Selvara can use her action to touch a willing creature and grant proficiency in one skill or tool for 10 minutes. She can also use Channel Divinity to read a creature's thoughts and potentially command it, subject to the target's saving throw.
- Ability Score ImprovementLevel 4
Selvara gains an ability score improvement. She increases her Wisdom by 2, bringing it to 16.
- Channel Divinity, Two UsesLevel 6
Selvara can use Channel Divinity twice between rests. She regains all expended uses after a short or long rest.
- TraitHalf-elfDarkvision, Selvara can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though she sees darkness as shades of gray.
- TraitHalf-elfFey Ancestry, Selvara has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitHalf-elfSkill Versatility, Selvara gains proficiency in Insight and Persuasion.
- TraitHalf-elfAbility Score Increase, +2 Charisma, +1 Wisdom, and +1 Intelligence.
- TraitHalf-elfLanguages, Selvara speaks Common, Elvish, and three additional languages of her choice.
- Safe HavenFaction Agent, Harper
Selvara has access to a secret network of Harper sympathizers and agents. They can provide information, safe lodging, concealed messages, or limited assistance, though they will not endanger themselves recklessly for her.
Spells
16 spellsSpellcasting. Selvara Wynnglade casts with Wisdom (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , , , ,
3rd level (2 slots): , , ,
4th level: ,
Gear
10 itemsWeapons
- MaceA one-handed bludgeoning weapon used in close combat and marked with a small silver eye of Helm.
Armor
- ShieldA sturdy steel shield bearing a concealed Harper cipher on its inner face. It grants +2 AC when wielded.
- Chain mailProtective chain armor, polished regularly despite Selvara's traveling lifestyle.
Gear
- Holy symbolA silver holy symbol of Helm, worn beneath her clothing and used as her spellcasting focus.
- Priest's packA backpack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Harper insigniaA small Harper badge, recognizable to allies and easily concealed from enemies.
- Traveler's clothesA set of plain but well-made traveler clothing suitable for blending into towns and villages.
- Coded investigator's kitA collection of coded notes, charcoal sticks, sealing wax, and spare scraps of parchment.
Purse
- Coin purseA leather pouch containing starting coin and emergency expenses.
- 15×Gold piecesGold pieces available for personal expenses.
Appearance
Selvara is a lean, sharp-featured half-elf with pale olive skin, silver-brown hair worn in a long braid, and steady green eyes flecked with gold. She wears well-maintained chain mail beneath a dark blue traveling cloak marked with a small silver eye, the symbol of Helm. Her shield bears no obvious heraldry, but its inner rim is etched with tiny coded notches used by Harper agents.
Mannerisms
Selvara positions herself where she can see every entrance and often rests two fingers against her holy symbol while listening. She answers questions with precise wording, pauses before speaking names, and instinctively counts exits whenever she enters a new room.
Personality
Quietly observant and intensely dependable, Selvara prefers useful questions to idle conversation. She has a dry sense of humor, dislikes grandstanding, and becomes unexpectedly gentle around frightened civilians or young people. She treats promises as sacred obligations and rarely asks anyone to accept a risk she would not take herself.
Ideals
Vigilance. Evil flourishes when decent people decide that watching is someone else's responsibility. I will stand watch, even when no one thanks me.
Bonds
She carries a scorched brass key recovered from the ruins of her childhood home and is determined to uncover who ordered the fire. She is fiercely loyal to the Harpers who gave her purpose, but even more loyal to innocent people placed in danger by powerful conspirators.
Flaws
Selvara distrusts easy kindness and assumes that every generous offer conceals a price. She can become so focused on identifying hidden threats that she overlooks obvious emotional needs. When forced to choose between obeying orders and protecting someone in immediate danger, she may act first and explain herself later.
Quirks
Background
Selvara Wynnglade was raised between two worlds, never entirely at home in either. Her human mother served as a watch sergeant in a river town, while her elven father was a wandering mapmaker who taught Selvara that every road carried a story and every locked door concealed a choice. When a fire destroyed part of the town during a night of political violence, Selvara survived by guiding frightened children through smoke and collapsing alleys. She later discovered that the fire had been arranged to erase evidence of a conspiracy, and that several officials had knowingly allowed it to happen. The experience drew Selvara first to Helm, whose teachings gave structure to her anger. She became a cleric devoted to vigilance, duty, and the protection of those who could not protect themselves. Her talent for languages, investigation, and uncovering hidden motives eventually brought her to the attention of the Harpers. Rather than becoming a conventional spy, Selvara acts as a traveling guardian and investigator, placing herself between danger and the people caught in its path. She believes secrets are tools, not treasures, and that truth is most valuable when used to prevent the next disaster. Her current assignment has led her to join the party, though she has not yet revealed everything the Harpers suspect about their enemies.
“She later discovered that the fire had been arranged to erase evidence of a conspiracy, and that several officials had knowingly allowed it to happen.”
- Background
- Faction Agent, Harper
Connections
Species
Half-elf
Media
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