Theryis Character in Not Forgotten Realms | World Anvil

Theryis

THERYIS The Lost Home. Theryis was but a child, barely nearing 90th autumn of her life, when her home realm, Feywild, became lost to her for what seems an eternity now. It had happened during one of those ever dusky Feywild-days with the sky painted in warm hues of red, orange and pink, as she was practising the ancient art of arcane archery under the watchful eyes of her parents. Nowadays, she finds it almost impossible to recall faded memories from her past, feeling as if she had never experienced any of it in the first place, and only imagined it while in the Trance. Unfortunately, the single memory that confirms it all to be real is a painful recollection of her father slaughter, carried out by dark fey in an ambush orchestrated \ by a coven of hags. She managed to escape along with her mother, though while they were running, \ j suddenly, they both found themselves in a completely foreign realm under the blue sky and ruled by z a bright, blinding star, with their past memories quickly fading away. The New Home. In the years to come, Theryis travelled with her mother, initially desperately searching for the way back to Feywild, but fate or a chance have led them on a different path. After learning about lost and forgotten ancient ruins of their kind abandoned in this world, Theryis and her mother committed to protection of that legacy. They decided to settle in Neverwinter and opened a boutique, The House of a Thousand Faces, to ensure they had enough funds to sponsor their own travels. j Eighty years went by and they both began to feel like home, becoming more like other elves, more grounded in the seasons representing their personalities, although still shifting under heavy emotions, such as when Theryis's mother found a soulmate in a human Harper from Everlund, and soon after Theryis was blessed with a younger brother, Toram. His bright-burning, energetic soul erased last of Theryis's sorrows, as she had found a new joy in life: discovering world anew, together with a curious and mischievous boy, who grew up so quickly into the mature, carrying man he is today that Theryis still sometimes forgets herself and calls him by his childhood name. In her eyes, Toram is still just a young, inexperienced man, thus, she is often lenient, supportive and understanding to when he acts on his emotions, or follows his heart rather than the mind. Credits Ruben THERYIS Medium fey (elf), chaotic good Armour Class 1 6 (glamoured mithral chain mail) Hit Points 5 8 (9d8 + 18) Speed 3 0 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Acrobatics +6, Arcana +5, Insight +3, Perception + 3, Persuasion +4, Stealth +6 Senses darkvision 60 ft., passive Perception 1 3 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) Arcane Arrows (3/Day). Immediately after Theryis's arrow hits the creature, she can apply one of the following: • Eldritch Arrow. The arrow explodes in a burst of eldritch magic. The target and all other creatures within 1 0 feet of it take 3 (1d6) force damage, and must succeed on DC 1 3 Strength saving throw or be knocked prone. • Scorching Arrow The arrow burst in flames dealing an additional 10 (3d6) fire damage. Shadow Arrow. The arrow releases an illusion and deals an additional 7 (2d6) psychic damage and the target must succeed on a DC 1 3 Wisdom saving throw, or De unable to see farther than 5 feet until the start of Theryis's next turn. Action Surge (Recharges after a Short or Long Rest). O n her turn, Theryis can take one additional action on top of her regular action and a possible bonus action. Eagle Eye. Theryis's ranged weapon attacks score critical hit on 19 or 20, and she has +2 bonus to hit with ranged weapons. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 15 (+2) 17 (+3) 12 (+1) 15 (+2) Saving Throws Dex +6, Wis +3, Cha +4 FeyAncestry. Theryis has advantage on saving throws against being charmed, and magic can't put her to sleep. Fey Step (Recharges after a Short or Long Rest). As a bonus action, Theryis can magically teleport up to 30 feet to an unoccupied space she can see. Immediately after, up to two creatures of her choice that she can see within 10 feet of her must succeed on a DC 1 2 Wisdom saving throw or be charmed by her for 1 minute, or until she or her allies deal any damage to it. Magic Resistance. Theryis has advantage on saving throws against spells and other magical effects. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Theryis can regain 9 hit points. Actions Multiattack. Theryis makes two weapon attacks. Dagger+1. Melee or Ranged Weapon Attack. +7 to hit, reach 5 ft., range 20/60 ft., one target. Hit. 7 (1d4 + 5) piercing damage. Longbow. Ranged Weapon Attack. +8 to hit, range 1 50/600 ft., one target. Hit. 8 (1d8 + 4) piercing damage.

 
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