Elarra Veyrwood
Elarra Veyrwood
Sheet
AC 15 · HP 66 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Wild ShapeLevel 2
When Action
You can use an action to transform into a beast form you have seen. You retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores while gaining the beast's physical statistics.
Always on
- DruidicLevel 1
You know Druidic, the secret language of druids, and can leave hidden messages in it. You and other druids automatically recognize such messages.
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom as your spellcasting ability. You can use a druidic focus as a spellcasting focus.
- Druid CircleLevel 2
You have chosen the Circle of the Land, specifically the Forest land. You gain circle features at 2nd, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level.
- Natural RecoveryLevel 2
You can regain some expended spell slots during a short rest. The slots can have a combined level equal to or less than half your druid level, rounded up, and none can be 6th level or higher.
- Circle SpellsLevel 2
You gain additional circle spells that are always prepared and do not count against the number of druid spells you can prepare. Your Forest circle spells are spider climb, barkskin, call lightning, plant growth, freedom of movement, and locate creature.
- Bonus Cantrip and LanguageLevel 2
You gain proficiency with one additional skill, chosen from the druid skill list. You also gain proficiency with one additional language. Chosen skill: Perception. Chosen language: Sylvan.
- Land's StrideLevel 6
You can pass through nonmagical difficult terrain without using extra movement. You can also pass through nonmagical plants without being slowed or taking damage from them, and have advantage on saving throws against magically created or manipulated plants.
- Ability Score ImprovementLevel 4
You can increase one ability score by 2, or two ability scores by 1. This increase has already been applied to Wisdom, raising it from 18 to 19.
- TraitHalf-ElfDarkvision, allowing sight in dim light within 60 feet as if it were bright light and in darkness as if it were dim light, though darkness appears gray.
- TraitHalf-ElfFey Ancestry, granting advantage on saving throws against being charmed and immunity to magical sleep.
- TraitHalf-ElfVersatility in Skills, granting proficiency in two skills, chosen as Perception and Stealth.
- TraitHalf-ElfAbility Score Increase, granting +2 Charisma, +1 Constitution, and +1 Wisdom.
- WandererOutlander
She has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural landmarks she has seen. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Spells
16 spellsSpellcasting. Elarra Veyrwood casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): ,
2nd level (3 slots): , , ,
3rd level (3 slots): , , ,
4th level (1 slot): , ,
Gear
7 itemsWeapons
- ScimitarA curved blade traditionally associated with woodland guardians.
- Wooden staffA staff used as both a walking aid and druidic focus.
Armor
- Leather armorA suit of light protective armor made from hardened leather.
- Wooden shieldA wooden shield marked with a tree-ring symbol.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Druidic focusA sprig of mistletoe bound with green thread, used as a druidic focus.
- Outlander starting gearA staff, hunting trap, trophy from an animal, set of traveler's clothes, and pouch containing 10 gp.
Appearance
A tall, weathered half-elf with moss-green eyes, pointed ears, and long dark brown hair threaded with feathers, beads, and small bones. Her skin is sun-browned and marked with pale scars from years of wilderness travel. She wears worn leather armor beneath a gray-green cloak, carries a polished wooden shield painted with concentric tree rings, and keeps a crooked ash staff crowned with living ivy.
Mannerisms
Elarra pauses before answering difficult questions, as if listening to wind through leaves. She studies people's boots before their faces, speaks in quiet measured sentences, and often touches her ash staff when making a promise.
Personality
Quietly observant and patient, Elarra is more comfortable beside a campfire than in a crowded hall. She is compassionate toward the lost and vulnerable, but blunt with the arrogant. She enjoys dry humor, remembers small kindnesses for years, and considers every journey an opportunity to learn the character of a place.
Ideals
Balance. Civilization and wilderness can coexist, but only when neither is allowed to consume the other. Every living thing deserves room to grow, change, and endure.
Bonds
The dying grove that first accepted her remains her sacred responsibility. She carries a living ash branch from it and will risk almost anything to protect it from those who would exploit the wilderness.
Flaws
She distrusts cities and assumes that anyone who profits from the land is secretly damaging it. When confronted with cruelty toward animals or the wilderness, she can become reckless, vindictive, and unwilling to compromise.
Quirks
Background
Elarra was born along the misted border between an elven woodland and the rough human frontier. Her elven mother taught her the old names of trees and stars, while her human father taught her to read weather, tracks, and the moods of travelers. She never felt entirely at home in either world, but the wilderness accepted her without question. As a young woman, she joined a band of hunters and guides who crossed lonely mountain passes, deep forests, and ruined roads where maps had become little more than guesses. During one winter expedition, Elarra discovered that a logging company had poisoned a sacred spring and driven an ancient grove toward death. She stayed behind after the others fled, nursing the wounded land with prayer, patience, and desperate acts of sabotage. The grove's guardian, an old druid named Maelin, accepted her as an apprentice and taught her the mysteries of Druidic and the Circle of the Land. Years later, Elarra returned to civilization carrying a living branch from that grove. She now travels as a guide, healer, and quiet defender of wild places, seeking the people responsible for the poisoned spring while helping strangers who are lost, hunted, or cut off from home.
“Her elven mother taught her the old names of trees and stars, while her human father taught her to read weather, tracks, and the moods of travelers.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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