Vyrvayn

xmoriartea

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Created
7 years, 9 months ago
Creator
Marie
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under the flower petals raining down

Name vyrvayn
Race wood elf
Title spirit of the woods
Class druid
Pronouns they / them
Circle of shepherds
Age <100?
Background outlander
Height 5'2"
Familiar juniper

forever we are young

Wyld & Free


Vyrvayn's not sure where they come from or who their folks are. They scratch their head and try to think back on it and they remember the song of wolves in the distance and pairs of shining eyes in the dark.

The woods are their home. The animals their people. They can speak. Often have better things to say than men. But not all men are bad. Just most of them. Like those that hunt in their woods for game and not need. Vyrvayn has words for men like that.

Shame those men really only listen to Vyrvayn's actions.

STR 2 14
DEX 2 14
CON 2 15
INT -1 08
WIS 4 18
CHA -1 08

Untamed Wonder


As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.

Ability Score Increase Your Dexterity score increases by 2, and your Wisdom increases by 1.

Fleet of Foot Your base walking speed increases to 35ft.

Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wandering Not Lost


Speech of the Woods At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.

Spirit Totem Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60ft of you. The spirit creates an aura in a 30ft radius around that point. As a bonus action, you can move the spirit up to 60ft to a point you can see. The spirit persists for 1min or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon: Bear, Hawk, or Unicorn.

Mighty Summoner Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
The creature appears with more hp than normal: 2 extra hp per hit die it has.
The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are defenseless. Once per long rest, if you are reduced to 0hp or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are CR 2 or lower. The conjured beasts appear within 20ft of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1hr, requiring no concentration, or until dismissed.