Sylvia
Sylvia
Sheet
AC 13 · HP 13 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresBonus action
- Wild ShapeLevel 2
When On her turn
As a bonus action, Sylvia magically assumes the form of a beast she has seen, following her Circle of the Moon limitations. She can use this twice per short or long rest.
- Combat Wild Shape Healing
When While in Wild Shape
As a bonus action while in beast form, Sylvia can expend a use of Wild Shape to regain 1d8 hit points per druid level.
- Circle of the MoonLevel 2
Sylvia has chosen the Circle of the Moon. She can use Wild Shape as a bonus action, and can transform into a beast of challenge rating 1 or lower, ignoring the usual limitations on swimming speed. She can also expend a use of Wild Shape as a bonus action to regain 1d8 hit points per level of the druid.
Always on
- SpellcastingLevel 1
Sylvia can cast druid spells using Wisdom as her spellcasting ability. She can use a druidic focus as a spellcasting focus and knows the Druidic secret language.
- DruidicLevel 1
Sylvia knows Druidic, the secret language of druids, and can leave hidden messages in it. Other druids recognize such messages automatically.
- Druid Armor TrainingLevel 1
Sylvia has proficiency with light armor, medium armor, and shields, but druids do not wear armor or use shields made of metal.
- DarkvisionHalf-ElfSylvia can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though she sees only in shades of gray.
- Fey AncestryHalf-ElfSylvia has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- Skill VersatilityHalf-ElfSylvia gains proficiency in two skills, Stealth and Persuasion.
- Extra LanguageHalf-ElfSylvia can speak Sylvan in addition to Common and Elvish.
- WandererOutlander
Sylvia has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural features she has seen. She can also find food and fresh water for herself and up to five others each day, provided the land offers them.
Spells
5 spellsSpellcasting. Sylvia casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , ,
Gear
9 itemsWeapons
- ScimitarA simple curved blade suitable for ritual work and close combat.
Armor
- Wooden shieldA wooden shield painted with a spiral of green and silver sap.
Gear
- Druidic focus, staffA carved ash staff used as a walking aid, spellcasting focus, and druidic symbol.
- Explorer's packIncludes a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- StaffA long walking staff used for travel and as a symbol of Sylvia's wandering life.
- Hunting trapA spring-loaded metal trap for catching small or medium creatures.
- Trophy from a fae creatureA dried silver moth wing sealed between two transparent leaves, kept as a reminder of the Feywild.
- Traveler's clothesPractical clothing assembled from travel-worn fabrics and repaired with colorful thread.
Purse
- Pouch of goldCoins saved from odd jobs, trades, and travelers' generosity.
Appearance
Sylvia is a lithe half-elf with copper-brown skin, pointed ears, and thick auburn hair braided with pale leaves, tiny bells, and shed moth wings. Her eyes are deep green with gold flecks that seem brighter in moonlight. Her hands are unusually weathered for someone her age, with darkened fingertips, small calluses from climbing, and faint stains from crushed herbs. Within a minute of meeting anyone, she will absentmindedly adjust the bells woven into her hair, listening for a sound only she expects.
Mannerisms
Sylvia tilts her head when people speak, as though listening for a second voice beneath their words. She counts doorways, watches birds before entering unfamiliar places, and touches the bells in her hair whenever someone says her name.
Personality
Sylvia is curious, irreverent, and quick to smile at exactly the wrong moment. She is comfortable in deep wilderness and deeply suspicious of polite society. She prefers riddles to direct questions, collects unusual names, and views most rules as suggestions written by people who lacked imagination.
Ideals
Freedom. No creature, mortal or fey, should be owned, caged, or forced to live according to another being's rules.
Bonds
The faerie court that raised Sylvia is still her strange, beloved family. She will risk herself to protect a wild place or creature that reminds her of home, and she is determined to discover what promise binds her to the Feywild.
Flaws
Sylvia treats promises as dangerous traps and avoids making them, even when someone desperately needs a clear commitment. She is easily distracted by unusual creatures, beautiful lies, and anything that seems connected to the Feywild. When frightened, she becomes playful and evasive instead of honest.
Quirks
Background
Sylvia was eight when the path home vanished beneath her feet. One moment she was following a fox through the bracken, and the next she stood beneath a violet sky in a faerie woodland where the trees whispered her name. A court of laughing, antler-crowned fey had taken her, not out of cruelty exactly, but because they found her mortal curiosity entertaining. They raised her among thorn palaces, moonlit revels, and creatures that treated promises as binding magic. Sylvia learned early that a smile could conceal a threat, and that the safest answer to a question was often another question. Years later, she returned to the mortal world unchanged in body but entirely alien in habit. The roads were too straight, towns too loud, and people far too careless with their names. She survived by wandering, hunting, reading weather, and trading strange stories for meals. The spirits of the wild became more familiar than any village priest, and she discovered that the instincts taught by her fey guardians could be shaped into druidic magic. Sylvia now travels wherever the land feels wounded or interesting, helping when compassion suits her and leaving when obligation becomes tedious. Somewhere beyond the veil, the fey who raised her still watch, and Sylvia suspects they expect her to return one day to fulfill a promise she does not remember making.
“A court of laughing, antler-crowned fey had taken her, not out of cruelty exactly, but because they found her mortal curiosity entertaining.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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