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Elarra Veyrwood - AI-generated fantasy Character

Elarra Veyrwood

Half-Elf · Druid (Circle of the Land, Forest) · Level 7 · Outlander

Elarra Veyrwood

Quietly observant and patient, Elarra is more comfortable beside a campfire than in a crowded hall.
AC15
HP66/66
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 66 · 30 ft.
AlignmentNeutral GoodGenderFemaleAge46 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingINT
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Sickles,
Slings,
Spears

Tools

One musical instrument, chosen as a pan flute,
Herbalism kit

Languages

Common,
Elvish,
Druidic,
Sylvan,
Giant

Features

14 features

Action

  • 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 spells

Spellcasting. 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 items

Weapons

  • Scimitar
    A curved blade traditionally associated with woodland guardians.
  • Wooden staff
    A staff used as both a walking aid and druidic focus.

Armor

  • Leather armor
    A suit of light protective armor made from hardened leather.
  • Wooden shield
    A wooden shield marked with a tree-ring symbol.

Gear

  • Explorer's pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Druidic focus
    A sprig of mistletoe bound with green thread, used as a druidic focus.
  • Outlander starting gear
    A 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

Names every campfire before extinguishing it.
Collects fallen leaves from places where someone made an important decision.
Refuses to step on mushrooms unless absolutely necessary.
Keeps a tiny carved wooden fox in her pocket and consults it before making risky choices.

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.”
From their backstory
Background
Outlander

Connections

Species

Half-Elf

Media

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