Hazel
Hazel
Sheet
AC 18 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Languages
Features
15 featuresAction
- Channel Divinity, not yet availableLevel 1
Hazel can use an action to cause one creature she can see within 30 feet to make a Wisdom saving throw. On a failure, the creature is compelled to follow a one-word command on its next turn, unless the command is directly harmful. The effect lasts until the end of Hazel's next turn.
Always on
- Guidance
When Touch a willing creature
Hazel invokes a divine word of guidance, granting one willing creature a d4 to add to one ability check before the spell ends.
- Sacred Flame
When A creature within 60 feet
Hazel calls down radiant fire upon a creature within range. The target must make a Dexterity saving throw or take radiant damage.
- Thaumaturgy
When A minor divine effect is desired
Hazel manifests a harmless divine sign, such as a ringing voice, a flickering flame, or a sudden breeze.
- SpellcastingLevel 1
Hazel is a spellcaster who uses Wisdom as her spellcasting ability. She can prepare cleric spells after a long rest, and she uses a holy symbol as a spellcasting focus.
- Divine Domain, Knowledge DomainLevel 1
Hazel chooses the Knowledge Domain. She gains domain features and domain spells at 1st level.
- Blessings of KnowledgeLevel 1
Hazel learns two languages of her choice and gains proficiency in two of the following skills: Arcana, History, Nature, or Religion. She chooses Elvish script variants of Draconic and Celestial as additional languages, and gains proficiency in Arcana and Religion.
- Fey AncestryLevel 1
Hazel has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TranceLevel 1
Hazel can enter a meditative trance for four hours instead of sleeping for eight hours, while retaining awareness of her surroundings.
- TraitElfDarkvision, Hazel can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitElfKeen Senses, Hazel has proficiency in the Perception skill.
- TraitElfFey Ancestry, Hazel has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TraitElfTrance, Hazel meditates deeply for four hours instead of sleeping for eight hours.
- TraitElfElven weapon training, Hazel is proficient with the longsword, shortsword, shortbow, and longbow.
- ResearcherSage
If Hazel does not know a piece of information, she usually knows where and from whom that information can be obtained. She can often identify a library, scholar, archive, temple, or other suitable source of knowledge, provided the information exists somewhere in the world.
Spells
7 spellsSpellcasting. Hazel casts with Wisdom (spell save DC 10, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , ,
Gear
13 itemsWeapons
- MaceA simple one-handed bludgeoning weapon suitable for close combat
- Light crossbowA light crossbow with a case of twenty bolts
Armor
- Scale mailScale mail armor, granting a base AC of 14 plus up to 2 from Dexterity
- ShieldA wooden shield bearing Hazel's holy symbol
Tools
- Small knifeA small knife, useful for cutting parchment and general tasks
Gear
- 20×Crossbow boltsA case containing twenty crossbow bolts
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin
- Holy symbolA symbol representing Hazel's chosen deity, used as a spellcasting focus
- InkA small bottle of black ink
- QuillA quill suitable for writing notes and copying texts
- Letter from a dead colleagueA letter from a deceased scholar posing a question Hazel has not yet solved
- Common clothesA set of common clothes
Purse
- 10×Gold piecesStarting currency from her academic work and temple service
Appearance
Hazel is a lean, long-limbed wood elf with warm brown skin, thick dark auburn hair braided with bits of copper wire, and bright hazel-green eyes. She carries herself with deliberate, careful steps, as though every movement has been rehearsed for a formal procession. Her lower canine teeth are slightly prominent, visible whenever she smiles or speaks with enthusiasm. She wears practical scale mail beneath a forest-green tabard marked with a simple silver holy symbol, and keeps a well-used book of theology tucked beneath one arm.
Mannerisms
Hazel straightens objects before beginning a conversation, aligns books by size, and pauses to silently count to three before answering difficult questions. When excited, she taps two fingers against her holy symbol as if marking a rhythm in an invisible text.
Personality
Hazel is thoughtful, earnest, and relentlessly prepared. She treats strangers with a courteous formality that gradually softens into genuine warmth. She loves difficult questions, dislikes vague promises, and is far more comfortable discussing ancient theology than admitting she is lonely. Her goodness is practical rather than sentimental, expressed through accurate records, fair decisions, repaired tools, and making sure everyone in a group has eaten.
Ideals
Knowledge must become kindness. A truth that does not help anyone is only the beginning of wisdom, not its conclusion.
Bonds
Hazel is devoted to the temple that gave her a second purpose, and she will risk herself to protect its archives, its people, and the ordinary travelers who seek its aid.
Flaws
Hazel can become rigid when she believes she has found the proper procedure, treating deviations as moral failures rather than practical necessities. She also has a quiet fear that her newfound devotion is merely another accomplishment to master, and she sometimes overcompensates by refusing praise or taking on burdens no one asked her to carry.
Quirks
Background
Hazel spent the first century of her life pursuing private ambitions with unusual determination. She wanted to master ancient languages, catalog forgotten elven histories, and earn a place among the respected scholars who once dismissed her as too impulsive and too practical. She accomplished those dreams one by one, traveling between woodland archives, ruined observatories, and temple libraries until her notes became valuable enough that other sages began requesting her work. Yet success left her with an uncomfortable question: what good was knowledge if it merely made its keeper admired? Her answer came while translating the final journal of a long-dead priest, who had recorded not only sacred doctrine but also the names of ordinary people helped by that doctrine. Hazel realized that her accomplishments had made her capable, but not necessarily useful. She entered the service of a benevolent deity, choosing the Knowledge Domain, and now follows lawful paths with almost stubborn discipline. She seeks to turn scholarship into action, protect the vulnerable, and bring goodness into the world through clear judgment, honest records, and miracles used without vanity.
“Yet success left her with an uncomfortable question: what good was knowledge if it merely made its keeper admired?”
- Background
- Sage
Connections
Species
Elf
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