Tuvasa the Sunlit
In the deep jungles of Ixalan live the River Heralds, a nation of merfolk split into dozens of fragmentary clans called bands. Each band is led by a Shaper, a merfolk shaman well-versed in the language of the rainforest. Tuvasa, known as the Sunlit, stands out among the Shapes both for he expertise in nature magic and her unusual views on the relation of the sun and the watering home of the River Heralds.
Uniting the World Tradition teaches the Sharpers that the wind, water, and jungle of Ixalan are three parts of a greater whole. Each is equally necessary, and in the absence of one the other two would collapse. Despite what some would say, Tuvasa does not rebuke this idea, only seeks to more fully understand and improve upon it.
For Tuvasa, the sunlight which falls upon Ixalan's jungles and rivers is another element in this grand whole, a powerful force that allows the unification of the other three. For Tuvasa, the sun is not a single part in the cycle, but a constant presence throughout it, and for the River Heralds to not take into account its presence is to miss a key element of the way the world works.
Unpopular Opinion Tuvasa's fascination with the sun has slowly won over more and more Shapers, but those who side with her remain in the minority. While most other Shapers are content to remain neutral to the idea, seeing no harm in Tuvasa's personal beliefs, others do not take the message peacefully.
Some shapers see Tuvasa's obsession with the sun as one more influence of the Sun Empire, the human civilization which has all but driven them from their ancestral homes. Some of these antagonistic Shapers believe Tuvasa has willingly sided with the Sun Empire, though others see her ideas as a premonition of future dangers and Tuvasa as an unknowing mouthpiece. For her part, Tuvasa sees these Shapers as too narrow-minded, but knows the value of tradition, and thinks they are only misguided in their anger against her.
Tuvasa the Sunlit
In the deep jungles of Ixalan live the River Heralds, a nation of merfolk split into dozens of fragmentary clans called bands. Each band is led by a Shaper, a merfolk shaman well-versed in the language of the rainforest. Tuvasa, known as the Sunlit, stands out among the Shapes both for he expertise in nature magic and her unusual views on the relation of the sun and the watering home of the River Heralds.
Armor Class | 14 (leather armor) | ||
---|---|---|---|
Hit Points | 1d4+5 | ||
Speed | 30 ft | Swim 30 ft. | |
Strength | 13 (+1) | ||
Dexterity | 16 (+3) | ||
Constitution | 14 (+2) | ||
Intelligence | 15 (+2) | ||
Wisdom | 19 (+4) | ||
Charisma | 18 (+4) | ||
Saving Throws | Dexterity d20+7 | Wisdom d20+8 | Charisma d20+8 |
Skills | Nature d20+10 | Perception d20+8 | |
Senses | Passive Perception 18 | ||
Languages | Aquan | Common | |
Challenge | 11 (7200 XP) | ||
Special 1 | Amphibious | Tuvasa can breathe both air and water | |
Special 2 | Fluid Concentration | Tuvasa can maintain concentration on up to three spells at a time. | For each spell she is currently maintaining concentration on, |
Tuvasa gains a +1 bonus to all saving throws | |||
Special 3 | Spellcasting | Tuvasa is a 14th-level spellcaster. | Her spellcasting ability is Wisdom |
(spell save DC 16, d20+8 to hit with spell attacks.) | She has the following druid spells prepared | ||
Spells 1 | Cantrips (At will) | Druidcraft | Mold earth |
Shape water | Thorn whip | ||
Spells 2 | 1st level (4 slots) | Absob elements | Earth tremor |
Entangle | Ice knife | ||
Spells 3 | 2nd level (3 slots) | Moonbeam | Pass without trace |
Spike growth | |||
Spells 4 | 3rd level (3 slots) | Daylight | Tidal wave |
Wall of water | |||
Spells 5 | 4th level (3 slots) | Conjure minor elementals | Control water |
Grasping vine | |||
Spells 6 | 5th level (2 slots) | Conjure elemental | Maelstorm |
Mass cure wounds | |||
Spells 7 | 6th level (1 slot) | Heal | Sunbeam |
Wall of thorns | |||
Action | Dagger | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft.,one target | Hit 1d4+3 piercing damage | ||
Legendary Actions | Tuvasa the Sunlit can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | Tuvasa regains spent legendary | actions at the start of her turn | |
Legendary Action 1 | Cantrip | Tuvasa casts a cantrip from the list of those she knows | |
Legendary Action 2 | Cast a Spell (Costs 3 Actions) | Tuvasa casts a spell from the list of spells she currently has prepared, | expending a spell slot as normal. |
If the spell requires concentration, | it is automatically treated as if Tuvasa had cast | it using a 6th-level spell slot |
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