Brannoc Veldr
Brannoc Veldr
Sheet
AC 14 · HP 21 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresAlways on
- Wild ShapeLevel 2
When As an action, twice per short or long rest
Brannoc can take the form of a beast he has seen, following the limits of his Wild Shape feature.
- DruidicLevel 1
Brannoc knows the secret language of druids and can leave hidden messages in natural surroundings. He can also use Druidic to communicate with other druids who know the language.
- SpellcastingLevel 1
Brannoc can cast druid spells using Wisdom as his spellcasting ability. He can use a druidic focus as a spellcasting focus.
- Druid Circle, Circle of the LandLevel 2
Brannoc has chosen the Arctic land. He gains one additional druid cantrip and can regain some expended spell slots during a short rest. Once per day during a short rest, he can recover spell slots with a combined level equal to or less than half his druid level, rounded up. No recovered slot can be 6th level or higher.
- Bonus CantripLevel 2
Brannoc learns one additional druid cantrip of his choice.
- Natural RecoveryLevel 2
Brannoc can regain one 1st-level spell slot once per day during a short rest through Natural Recovery.
- TraitHill DwarfDarkvision, can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitHill DwarfDwarven Resilience, advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Combat Training, proficiency with battleaxes, handaxes, light hammers, and warhammers.
- TraitHill DwarfStonecunning, whenever Brannoc makes an Intelligence History check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
- TraitHill DwarfDwarven Toughness, maximum hit points increase by 1 for every level.
- TraitHill DwarfSpeed is not reduced by wearing heavy armor.
- DiscoveryHermit
Brannoc has discovered a unique and powerful truth during his isolation. He knows that the deep winter is not merely a season, but a living boundary that keeps something ancient asleep beneath the mountains.
Spells
7 spellsSpellcasting. Brannoc Veldr casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (3 slots): , , , ,
Gear
9 itemsWeapons
- ScimitarA curved iron-bladed weapon used by Brannoc for cutting reeds, roots, and enemies alike.
Armor
- Leather armorA supple hide cuirass and reinforced leather bracers, both free of metal fittings.
- Wooden shieldA round wooden shield painted with a white spiral representing the turning year.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, a waterskin, and 50 feet of hempen rope.
- Druidic focusA sprig of mistletoe bound in rawhide and wrapped around a shard of clear mountain ice.
- Scroll case of notesA small scroll case containing Brannoc's observations about the blue-ice cavern and the winter sickness.
- Winter blanketA thick wool blanket sewn from mismatched clan colors.
- Common clothesPlain, well-mended clothing suitable for travel and solitude.
Purse
- 5×Gold piecesCoin saved from years of herb gathering and occasional healing.
Appearance
Brannoc Veldr is a broad-shouldered hill dwarf with weathered copper-brown skin, a square face, and pale gray eyes that seem to reflect the color of snow before a storm. His thick beard is braided with bits of dried juniper, white lichen, and small iron bells that rarely ring. He wears a patched leather coat beneath a gray wool cloak, both treated with oils to resist sleet and freezing rain. His hands are scarred from gathering roots beneath ice and splitting frozen branches, and a crescent-shaped birthmark marks the left side of his neck.
Mannerisms
He pauses before answering difficult questions, tilting his head as though listening to snow settling on a roof. When irritated, he rubs the iron bells in his beard between thumb and forefinger. He never steps over a fallen branch without turning it aside from the path.
Personality
Brannoc is quiet, observant, and unexpectedly gentle with frightened creatures. He speaks in practical predictions rather than promises, often describing people as if they were weather patterns. Around warm fires he becomes dryly humorous, but he dislikes celebrations that waste food or wood. He is patient with the weak, impatient with the careless, and fascinated by anyone who has survived something they should not have.
Ideals
Stewardship. Winter is not cruel, it is necessary. Every living thing deserves the chance to endure its proper season, and no kingdom has the right to break that balance for comfort or profit.
Bonds
The people of his mining settlement trust him to return with a cure for the winter sickness that still threatens their bloodlines. He also feels responsible for the sealed blue-ice cavern and will risk much to keep its secret from those who would exploit it.
Flaws
Brannoc assumes every hidden thing is dangerous, and his suspicion can make him seem cold or obstructive. He is also unwilling to abandon anyone suffering from a winter illness, even when helping them places the entire group at risk.
Quirks
Background
Brannoc Veldr was born in a highland mining settlement where winter arrived early and left late. As a child, he learned to read weather in the pressure behind his eyes and to tell safe snow from hollow snow by the sound beneath his boots. When a mining collapse exposed a cavern full of blue ice, the elders sealed it and ordered everyone to forget what they had seen. Brannoc could not. He began visiting the cavern alone, leaving offerings of salt, juniper, and warm milk at the edge of the frost. Years later, a wasting sickness swept through the settlement during an especially bitter winter. Brannoc withdrew into a remote shelter in the pine country, where he studied medicinal herbs, animal tracks, and the old seasonal rites of his people. The forest answered him through ravens, white hares, and the shifting shapes of snowdrifts. He eventually emerged as a druid, carrying a warning that the buried ice is thinning and something beneath it has begun to dream. He now travels beyond his mountain home, seeking signs of unnatural winter while quietly helping isolated villages survive the cold.
“As a child, he learned to read weather in the pressure behind his eyes and to tell safe snow from hollow snow by the sound beneath his boots.”
- Background
- Hermit
Connections
Species
Hill Dwarf
Media
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