Zephyraie

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Info


Created
4 years, 11 months ago
Creator
Gray
Favorites
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DnD

Basic Info


Name

Zephyraie Smeamhgaoithe (ZEF-fi-ray smahv-go-EE-thuh)

Age

72

Race

Genasi (Air)

Class

Cleric

Gender

Female

Alignment

Neutral good

Profile


Stats and Saving Throws

LEVELSTRDEXCONINTWISCHA
491019101513
ST-1+0+4+0+4+3


HPACInitiative
3918+0



Proficiencies

  • Arcana (INT)
  • History (INT)
  • Medicine (WIS)
  • Persuasion (CHA)
  • Armor
    • Light Armor
    • Medium Armor
    • Heavy Armor
    • Shields
  • Weapon
    • Simple Weapons
  • Tools
    • None
  • Languages
    • Common
    • Celestial
    • Elvish
    • Primordial

Equipment and Spells

AttackRangeHit/DCDamageTypeNotes
Light Crossbow80 (320)+21d8SlashingSimple, Ammunition, Loading, Range, Two-Handed
Mace5ft. Reach+11d6-1SlashingSimple Weapon
Unarmed Strike5ft. Reach+1--Bludgeoning
Chainmail----AC 16Heavy ArmorSTR 13, Stealth Disadvantage, 55lbs
Shield----AC 2Shield6lbs





LEVEL 1


SpellRangeTimeHit/DCDamageEffectNotes
Bless30ft. + Up to 3 targets1 Action +
Up to 1 minute (Concentration)
----BuffVerbal, Somatic or Material (holy water)
Cure WoundsTouch1 Action, Instantaneous--Heals 1d8+2HealVerbal, Somatic



LEVEL 2


SpellRangeTimeHit/DCDamageEffectNotes
Bless30ft. + Up to 4 targets1 Action +
Up to 1 minute (Concentration)
----BuffVerbal, Somatic or Material (holy water)
Cure WoundsTouch1 Action, Instantaneous--Heals 1d8+2
HealVerbal, Somatic
Lesser RestorationTouch1 Action, Instantaneous
----Cure condition: blinded, deafened, paralyzed, or poisonedVerbal, Somatic
Levitate60ft.1 Action +
Up to 1 minute (Concentration)
CON 14 saving throw, <500lbs--Moves target upwards or downwards
Verbal, Somatic or Material (Leather or gold wire loop)
Spiritual Weapon
1 Bonus Action + Up to 1 minute+41d8+2Force damageVerbal, Somatic

Physical Traits

EyesWhite
HairWhite
SkinBlue
Height
Weight
Size ClassificationMedium

Backstory and Personality

Zephyraie was raised in a small, isolated tribe of Air Genasi with little access to the research and knowledge from the outside world. Life expectancy within the tribe was low even for a human, and alongside the high rates of child mortality, her tribe found their numbers dwindling quickly. The tribe had some healers, shamans and apothecaries, but none of them could figure out an effective way to save their dying clansmen. Eventually Zephyraie found herself as the only remaining medic in the tribe, with all the others having died out, and none of the younger generation wanted to pick up the trade after witnessing the failures of their predecessors, many having lost friends and family to incurable ailments. Zephyraie by this time was already old and frail, but refused to conform to the nihilism of her tribespeople and decided to find her own cure to the diseases that took the lives of so many of her kin. Despite being unable to travel far from her small hamlet, she was able to harness the energy of many of the plants and animals surrounding her, items that other healers had opted to ignore out of tradition. With little to no trust for her unconventional medical methods, Zephyraie experimented with most of her cures on herself. Some proved to be effective, and some didn't, but what mattered to her was that she managed to regain her tribe's trust in healing and bring them back from the brink of extinction.