Dawn of Others
Selra Vintallow
Medium Animyst: Bat, Rootspeaker Operative, Neutral Good
Armor Class 13
Hit Points 27
Speed:
20 Feet
Fly: 30 Feet
Saving Throws INT +5 and WIS +5
Skills Deception +4, History +6, Induce +6, Insight +5, Investigation +6, Medicine +5, Nature +6, Persuasion +4, Stealth +4, Survival +5
Senses Passive Perception 12
Blindsight 30 feet
Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3
Description
The figure before you is an anthropomorphic bat, her fur a sleek blend of charcoal and ash, eyes glinting with a quiet intelligence beneath the folds of a weathered leather jacket. She carries herself with a calm, almost healer-like presence, her travel-worn clothing betraying a life spent navigating the fractured world beyond. Arcane runes faintly etched into her gear shimmer with the residue of practiced magic, the emerald glow still lingering on her fingertips like a memory of spells just cast. There's a softness to her demeanor, a kindness that contrasts the brutal, post-apocalyptic landscape she inhabits—she is a guide, a guardian of the lost, offering aid not out of obligation, but quiet conviction.
Ideals
Selra Vintallow believes that true power lies in compassion, and that healing others is the most sacred form of magic.
Bonds
Selra Vintallow is deeply devoted to the memory of her late mentor, whose teachings on healing magic shaped her life and whose staff she still keeps behind the counter.
Flaws
Selra struggles to ask for help, often exhausting herself by trying to heal and care for everyone on her own.
Suggested Environments
The Enclave
VIG 17 and SAN 14
Keen Senses: Hearing
Selra Vintallow has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Echolocation
Can't use blindsight while deafened.
Ladder Gain (5th level)
You gain a +1 bonus to AC.
The Esoteric (1st level)
Beginning when you choose this ladder at 1st level, you can always choose to use Vigor instead of Wisdom for Perception checks. Additionally, you gain proficiency in one Vigor-based skill of your choice.
Enclave
Enclave
Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.
Whispers of the Drain
You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.
Primary Target
Starting at 1st level, if you don’t make an Attack action on your turn, you gain a +2 bonus to AC until the start of your next turn.
At 5th level, this bonus increases to +3.
Target Avoidance
Starting at 1st level, as a bonus action, you can take a Dash action.
At 2nd level, as a bonus action, you can instead take a Disengage action.
Actions
Basic Treatment
Activation Time. 1 action
Range. Touch
Components. Medical kit
Duration. Until employed or 1 minute
You use your Medical kit on a willing creature. The target gains a bonus on its next Constitution, Strength, Wisdom, or Intelligence saving throw equal to your proficiency bonus. Each target can only receive this bonus once per check.
Healer's Kit
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Potion of Healing
The potion's red liquid glimmers when agitated.
You regain 2d4+2 hit points when you drink this potion.
Bonus Actions
Target Avoidance
Starting at 1st level, as a bonus action, you can take a Dash action.
At 2nd level, as a bonus action, you can instead take a Disengage action.
Do Science to It
Activation Time. 1 bonus action
Range. self
Components. none
Duration. Instantaneous
Double your proficiency bonus with your next Medicine or Science check made this turn. You can only gain this bonus once per check.
Anatomy Expert
Activation Time. 1 bonus action
Range. self
Components. fire arm
Duration. Instantaneous
Target one creature you scored a critical hi ton this turn - double the amount of dice rolled for damage.
Adrenaline Injection
Activation Time. 1 bonus action
Range. touch
Components. drug kit
Duration. Instantaneous
Target one living creature to gain one additional action on its next turn and on its following turn. This is in addition to any actions the target already has, including bonus actions.
Quick Recovery
Activation Time. 1 bonus action
Range. self
Components. medical kit
Duration. 1 round
Double your proficiency bonus to your next Intelligence or Wisdom skill check this turn. If the check still fails, you have advantage on all saving throws until the end of your next turn.
Radiant Strike
Activation Time. 1 bonus action
Range. self
Components. S, M
Duration. Concentration up to 1 minute
Your next hit on a creature inflicts an extra 1d6 radiant damage (2d6 against fiends and undead). For every 2 additional dark spent, increase the damage dice by 1 (max +3 dice).
Boost (DC 20): Increase dice to d8.
Reactions
Defilade
Activation Time. 1 reaction
Range. self
Components. none
Duration. Instantaneous
If a creature scores a critical hit against you, each ally that can see both you and the triggering enemy has advantage on attack rolls against the triggering enemy until the start of its next turn.
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