Milo Vezarin
Milo Vezarin
Sheet
AC 15 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAlways on
- Thorn Whip
When An enemy is within 30 feet and positioning or retrieval is useful.
You gesture toward a creature within range and lash it with a thorny vine. On a failed Strength saving throw, it takes piercing damage and is pulled up to 10 feet toward you.
- Druidcraft
When A minor natural effect or harmless sign is useful.
You create a small natural sensory effect, such as a breeze, scent, sound, or sprout, within range.
- Guidance
When An ally is about to make an ability check.
You touch a willing creature and grant it a d4 to add to one ability check before the spell ends.
- Minor Illusion
When A distraction, false sound, or small visual decoy is useful.
You create an illusory sound or image within range that lasts briefly and can distract, conceal, or mislead.
- Mage Hand
When A remote manipulation or retrieval is needed.
You create a spectral hand that can manipulate objects, open containers, retrieve items, and perform other simple tasks at range.
- Entangle
When Several enemies are grouped in an area with vegetation.
Choose a point within range. Plants and grasses there grasp at creatures in the area. Creatures that fail a Strength saving throw are restrained until they escape or the spell ends.
- Faerie Fire
When Allies need help striking several visible enemies.
You create a burst of colored light. Creatures in the area that fail a Dexterity saving throw are outlined in light, and attacks against them have Advantage.
- Cure Wounds
When A nearby ally is injured and needs healing.
A creature you touch regains hit points equal to 1d8 plus your spellcasting ability modifier.
- Thunderwave
When Enemies are clustered nearby or must be pushed away.
Thunder booms from you in a 15-foot cube. Creatures that fail a Constitution saving throw take thunder damage and are pushed away from you.
- Speak with Animals
When Information, negotiation, or warning is needed from a beast.
You gain the ability to communicate with beasts for the duration. This spell is always prepared through Druidic.
- Find Familiar
When Scouting, observation, or remote delivery of a touch spell is useful.
You summon a familiar spirit in the form of a Tiny beast. The familiar can scout, deliver touch spells, and serve as a quiet companion.
- SpellcastingLevel 1
You can cast Druid spells using Wisdom as your spellcasting ability. You know two Druid cantrips, know one additional cantrip from your Primal Order, and can prepare four level 1 or higher Druid spells. You can use a Druidic Focus as a spellcasting focus.
- DruidicLevel 1
You know Druidic, the secret language of Druids. You always have Speak with Animals prepared. You can leave hidden messages in Druidic that other Druids automatically recognize, while others can detect their presence with a successful DC 15 Intelligence (Investigation) check.
- Primal Order, MagicianLevel 1
Magician. You know one extra cantrip from the Druid spell list. In addition, you gain a bonus equal to your Wisdom modifier, +3, on Intelligence checks made for Arcana or Nature.
- ResourcefulHumanYou gain Heroic Inspiration whenever you finish a Long Rest.
- SkillfulHumanYou gain proficiency in one skill of your choice, selected here as Investigation.
- VersatileHumanYou gain one Origin feat of your choice in addition to the feat granted by your background. Milo has selected Skilled.
- SkilledHumanYou gain proficiency in three skills or tools of your choice, selected here as Stealth, Medicine, and Survival.
- SizeHumanMedium.
- SpeedHuman30 feet.
- Magic InitiateSage
You gain the Magic Initiate origin feat, choosing the Wizard spell list. You learn two Wizard cantrips and one level 1 Wizard spell. You can replace one of these spells whenever you gain a level.
Spells
11 spellsSpellcasting. Milo Vezarin casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (2 slots): , , , , ,
Gear
11 itemsWeapons
- SickleA curved agricultural blade suitable for ritual cutting and close combat
- Druidic Focus, QuarterstaffA wooden staff carved with botanical symbols, usable as a druidic focus and quarterstaff
Armor
- Leather ArmorLight protective armor made from treated leather
- ShieldA wooden shield reinforced with iron edging
Tools
- Herbalism KitA kit containing tools and ingredients for identifying and preparing medicinal plants
- Calligrapher's SuppliesInk-stained writing implements and a small personal notebook
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Book, HistoryA collection of historical notes and copied monastery records
- 8×ParchmentClean writing material for copying texts and recording observations
- RobePlain scholar's clothing suited to travel and library work
Purse
- 8×Gold PiecesLoose starting coin from the Sage background
Appearance
A lean, medium-height human with warm olive skin, softly rounded features, and thick brown hair usually tied at the nape with green thread. Their gray-green eyes are attentive and calm, with a habit of lingering on small details others overlook. Ink stains mark their fingers, while dried herbs, pressed leaves, and scraps of annotated parchment fill the pockets of their weathered robe. A carved wooden staff, capped with a sprig of mistletoe, serves as both walking aid and druidic focus.
Mannerisms
Milo speaks softly and precisely, often pausing to choose the most accurate word. They touch the grain of their staff when thinking, organize loose papers by subject without noticing, and lower their voice when entering a forest as though the trees are already listening.
Personality
Milo is gentle, observant, and intellectually curious, with the patient attention of someone accustomed to listening before speaking. They treat animals, strangers, and old texts with the same careful respect, though they become animated and unexpectedly witty when discussing obscure history or plant lore. Milo prefers solving problems through preparation and empathy, but will act decisively when someone vulnerable is threatened.
Ideals
Knowledge should be tended like a living thing. It is not enough to preserve wisdom, it must be understood, shared carefully, and used to shelter those who have been denied it.
Bonds
The monastery library that gave Milo a life of learning must be protected, especially its missing volume on the first druidic sanctuaries. Milo also feels responsible for finding the vanished archivist who first taught them to hear meaning in birdsong.
Flaws
Milo can become so absorbed in a mystery that immediate practical concerns disappear entirely. They are slow to forgive deliberate destruction of books, habitats, or living things, and their quiet judgment can become unexpectedly severe.
Quirks
Background
Milo Vezarin was raised in a riverside town where the old monastery library served as school, archive, and refuge. As a human child with an unusual patience for copying brittle manuscripts, Milo spent years repairing bindings, cataloging medicinal plants, and translating fragments of forgotten natural philosophy. The monks assumed their quiet assistant was merely scholarly. They did not notice that Milo could identify a tree by the sound of its leaves against the roof, or that birds gathered whenever Milo read aloud from the oldest books.
“The monks assumed their quiet assistant was merely scholarly.”
- Background
- Sage
Connections
Species
Human
Media
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