Saran Vey
Saran Vey
Sheet
AC 12 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Weapons
Tools
Languages
Features
14 featuresReaction
- Shield
When When hit or targeted by an attack
When a creature makes an attack roll against you, use your reaction to gain a +5 bonus to AC, including against the triggering attack, and potentially negate the attack. The effect lasts until the start of your next turn.
Always on
- Fire Bolt
When As an action
Make a ranged spell attack. On a hit, the target takes 1d10 fire damage.
- Mage Hand
When As an action
Create a spectral, floating hand within range that can manipulate objects and perform simple tasks.
- Minor Illusion
When As an action
Create a sound or image within range that lasts up to 1 minute and can distract or deceive.
- Prestidigitation
When As an action
Create a minor magical effect, such as a harmless sensory effect, cleaning an object, or lighting or snuffing a small flame.
- Magic Missile
When As an action
Create three glowing darts of magical force. Each dart automatically hits a creature within range and deals 1d4 + 1 force damage.
- SpellcastingLevel 1
You can cast known sorcerer spells using Charisma as your spellcasting ability. You possess four cantrips known and two 1st-level spells known. You use a crystal as an arcane focus and have one 1st-level spell slot.
- Sorcerous Origin, Wild MagicLevel 1
Your innate magic comes from an unpredictable source of power. You can attempt to trigger a Wild Magic Surge whenever you cast a sorcerer spell of 1st level or higher by rolling a d20. On a roll of 1, the Wild Magic Surge table determines the magical effect. The DM can also call for a surge. You also have Tides of Chaos, allowing you to gain advantage on one attack roll, ability check, or saving throw. Once used, you regain this ability when the DM has you roll on the Wild Magic Surge table after casting a sorcerer spell of 1st level or higher.
- TraitHalf-ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHalf-ElfFey Ancestry, you have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TraitHalf-ElfSkill Versatility, you gain proficiency in two skills of your choice, represented here by Deception and Insight.
- TraitHalf-ElfYou can speak, read, and write Common and Elvish, plus one additional language, represented here by Sylvan.
- TraitHalf-ElfAbility Score Increase, Charisma increases by 2, Dexterity increases by 1, and Constitution increases by 1.
- DiscoveryHermit
Saran discovered a hidden truth during her years in the wilderness: her sorcery is connected to a forgotten covenant between mortal spellcasters and a circle of ancient divine powers. She can usually find a place to hide, recover, or seek basic aid among isolated communities, religious recluses, and woodland mystics.
Spells
6 spellsSpellcasting. Saran Vey casts with Charisma (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (2 slots): ,
Gear
10 itemsWeapons
- Light crossbowA small crossbow suitable for hunting and defense in the wilderness.
- 2×DaggerBalanced blades kept close for emergencies.
Tools
- Herbalism kitA kit containing herbs, salves, bandages, and tools for identifying medicinal plants.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Crystal arcane focusA faceted crystal used as an arcane focus, recovered from the standing-stone shrine.
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Scroll case of notesA weathered case containing charcoal rubbings, divine symbols, and notes about the old sorcerous covenant.
- Winter blanketA thick blanket for sleeping outdoors.
- Common clothesPlain, practical garments from her former life.
Purse
- 5×Gold piecesUnspent coins from her old settlement and later travels.
Appearance
Saran is a striking half-elf woman with warm bronze skin, thick dark-brown hair worn in a loose braid, pointed ears, amber-green eyes, and a strong, curving figure. Her build is visibly full through the chest and waist, with the practical, healthy proportions of someone accustomed to walking long distances and living outdoors. She wears a simple dark green and wine-red enchanted lingerie and bikini ensemble beneath a loose traveling cloak, leaving her arms, shoulders, midriff, and legs largely uncovered. Fine silver-blue sparks sometimes flicker across her skin when her magic stirs, and faint leaf-shaped marks appear around her collarbones during moments of stress.
Mannerisms
Saran tilts her head toward empty spaces as though listening to an unseen conversation. When thinking, she traces circles over her sternum with one finger. She speaks plainly and dislikes elaborate titles, but occasionally answers a question with an oddly precise phrase learned from her divine tutors.
Personality
Saran is direct, observant, and surprisingly patient with frightened people and wild animals. She has little interest in polite social performance, but she is fascinated by ordinary crafts, cooking methods, road songs, and the habits of people who have never spoken with a god. She treats luck as a living force and is equally likely to thank it, argue with it, or accuse it of cheating.
Ideals
Freedom. Magic should never belong exclusively to temples, kings, or academies. Every living thing deserves the chance to become what it was meant to be.
Bonds
The standing stones and the strange powers who trained me are my true family. I will defend the forest that sheltered me, even from people who believe they are only taking what they need.
Flaws
I trust mysterious powers and omens more readily than ordinary people, and I become defensive when anyone suggests that my teachers may have manipulated me.
Quirks
Background
Saran Vey was a child of a logging settlement at the edge of a vast forest, born to an elven mother who kept accounts for the mill and a human father who repaired wagons. At thirteen, she followed a white stag beyond the marked trails during a storm and became hopelessly lost. She survived for weeks by drinking from hollow trees, eating bitter roots, and sleeping beneath overturned stones. On the seventeenth night, she found a ring of standing stones lit by blue fire. The beings waiting there were not quite gods in the manner of temples, but ancient powers revered by sorcerers, spirits of bloodline, chance, and unleashed magic. They recognized something in her that she did not understand, a living spark that answered to their voices. The powers trained Saran through visions, riddles, and dangerous lessons. They taught her that magic is not a tool to be owned, but a wild inheritance that must be respected. Her first deliberate spell accidentally turned every mushroom in the grove bright pink, and her second caused a rain of harmless feathers that lasted three days. After years of instruction, she was sent back into the mortal world carrying a crystal focus and a warning: someone is trying to erase the old covenant from history. Saran now travels as a wandering spellcaster, searching for lost shrines, unusual magical disturbances, and any clue to why the gods chose a half-elf girl from a sawmill village.
“At thirteen, she followed a white stag beyond the marked trails during a storm and became hopelessly lost.”
- Background
- Hermit
Connections
Species
Half-Elf
Media
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