Overview
Born on the 6th of Mistfall in the year 1875 in the forest of Alwahd, Phyrrah was born and raised in the Whiteapes, one of many wood elf tribes in said forest, located north east of Ilrinia. Though the majority of Alwahdian wood elves have a dislike for city folk, Phyrrah has always held an interest for the technology the Ilrinian anthropologists have brought with them to their tribal holdings in their frequent forays into the forest to study the tribes.
In 1889, the city offered Phyrrah a scholarship as part of an outreach program to the tribes. She has since moved to the city and is currently a final year student in Arbalest Academy, on track to continuing her scholarship in a Council university studying software development after graduation.
Physical Appearance
Phyrrah is a full blooded wood elf of the Whiteape tribe in her late teens. She stands taller than most her peers, and exhibits strong traits of her heritage by way of a light downing of white fur covering her body and a strong, muscular build.
In-Game Statistics
- STR: 10
- DEX: 14 = 12 + 2 from race
- CON: 15
- INT: 11
- WIS: 18 = 16 + 1 from race + 1 from feat
- CHA: 10
Level 1
Race: Elf (Wood)
- Ability Score Increase: DEX +2, WIS +1
- Size: Medium
- Speed: 35ft.
- Languages Known: Common, Elvish
- Darkvision 60ft.
- Keen Senses. Proficiency in Perception.
- Fey Ancestry. Advantage on saving throws against being charmed, and immune to being put to sleep by magic
- Trance. Long rest takes 4 hours instead of 8
- Elf Weapon Training. Proficiency with longsword, shortsword, shortbow, longbow
- Mask of the Wild. May hide in foliage, heavy rain, falling snow, mist, and other natural phenomena.
Background: Outlander
- Skills: Athletics, Software
- Tools: Hacker's kit, playing cards
Feat: Observant
- Ability Score Increase: WIS +1
- Can read lips in a language you understand
- +5 to passive Perception and Investigation
Class: Druid
- Hit Dice: 1d8
- Max HP: 10 = 8 + 2 (CON modifier)
- Armor Proficiencies: light armour, medium armour, shields
- Weapon Proficiencies: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: Herbalism kit
- Saving Throw Proficiencies: INT, WIS
- Skills: Insight, Survival
Druidic
1st level druid feature
- Can speak Druidic and leave and read hidden messages in it
Spellcasting
1st level druid feature
- Learn 2 cantrips at 1st level, gain more as druid level increases
- Cantrips known at 1st Level:
- Prepare a number of spells equal to Druid level + WIS mod after every long rest, choosing from druid spell list
- Spell Save DC: 8 + proficiency bonus + WIS mod
- Spell Attack Modifier: proficiency bonus + WIS mod
Level 2
Class: Druid
- Hit Dice: 2d8
- Max HP: 18 = 10 + 6 (1d8) + 2 (CON mod)
Wild Shape
2nd level druid feature
- Twice per short or long rest, may use action to transform into CR 1/4 beast without flying or swimming speed
- Can revert to normal form using bonus action
- Wild Shape form retains INT, WIS, and CHA scores, but takes physical attributes and stat block of beast
- Any damage that reduces Wild Shape form to 0 HP carries over excess damage to normal form's HP
- Can't cast spells in beast form, but does not break concentration
Combat Wild Shape
2nd level druid (circle of the moon) feature
- Can use Wild Shape as bonus action instead of action
- Bonus action to expend one spell slot to regain 1d8 HP per level of spell slot expended while in Wild Shape form
- Can transform into CR 1 beasts at 2nd level instead of CR 1/4, retain restrictions on no flying or swimming speed