Duss Character in The Sundered Worlds | World Anvil
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Duss (oo like in wood)

CW: war, desertion, unexplained disappearance, magic gone awry, fighting among friends, prison, permanent scars,

Duss has never been able to leave well enough alone. When a magic surge opened a portal to the Feywild inside of a Sodden Shrine, she couldn't possibly be expected to resist.
She found herself on the outskirts of a bullywug kingdom and managed to impress His Amphibious Majesty King Grungennenos, Mudlord of the Weeping Moss, Defender of Grungennenos Tower, and Ambassador-in-the-Muck to the Unseelie Court. For a time she served as court musician and was an honorary member of the magicians' guild. But King Grungennenos was already at odds with The Murkstress. With Queen Maev bound by the Treaties of Exile and unable to intervene, soon the two factions went to war and Duss' comfortable life at court was upended. She marched with the guild, but ran before the fighting began. Later, she heard Grungennenos' army narrowly lost the battle and still wonders if she would have been able to turn the tide.
Duss followed the river to the coast, where she joined a party of adventurers seeking the wreck of The Taste of Strawberries Almost Remembered. During their search, she and the wizard Aronin fell in love. On discovering the wreck, they learned the curse that sent it to the deep was no less malevolent for all the aeons it had lain under the fey waters. Despite the protestations of the rest of the party, Duss convinced Aronin to help her fight the curse with their own magic. They were successful at a cost: when the sand settled, the remains of the ship were scattered, and Aronin was gone.
Of the three remaining party members, only one defended her. The others blamed her for Aronin's disappearance as well as the destruction of the Taste. Duss left them on the coast and began searching for Aronin on her own. The investigation led her to the Unseelie Court where she once again plied her musical talent to charm the courtiers. Desperate, she pushed someone too important too far and was imprisoned within Shadow's Masque.
After three cycles of whatever the fae use to measure the passage of time, such as it is in the Land of Dreams, Duss escaped. Just as she left the bounds of the Unseelie Court's jurisdiction, she swam beneath a rusted arch, and right back into the shrine she had originally entered. Though more than a century had passed for Duss, not a day had gone by on the Prime; the wardens were only just arriving to monitor the portal and close it when necessary.
After all she had been through, Duss couldn't bring herself to go back. She left that night, seeking nothing but adventure, and perhaps her absent lover. Of course, she has no idea what may be seeking her in return.

Personality

The only constant in Duss' life has been change. Her parents, concerned about the slow growth of their settlement, planted more children than would normally be reasonable. The extra hands helped for a time, but eventually the settlement came to hold more than the environment could support. Duss' family left for a nearby village with a much smaller population.
Only a few years later, much earlier than most Zekke, Duss left on her {SENDOFF} with the oldest of her siblings. Just a few years after that, Duss encountered the Feywild portal.
She's never had trouble making friends and never felt particularly out of place, but Duss has also never had a compelling reason to stay in any given situation. While she genuinely believes in the Preserve and its mission, she also believes the duties thereof are more suited to others. Duss feels the world would be a better place if everyone cared a little less about responsibility and a little more about uncovering new things.
To that end, she has no real goal at the present except to experience as much of the world as possible. Even with regard to Aronin she has no conscious intention. Duss has already lost so much in searching for Aronin, all to no avail. Who does it help for her to lose more?

Presentation

The vines comprising Duss' body are a deep, almost black, green and are in near-constant motion. The tiny ones wrapped tightly to create a face have grown looser since leaving the Wild, giving her a wizened appearance. Her eyes are small, glowing points and her lips are a pair of fuller, broader vines. Tiny white flowers with a gentle, sweet scent sprout along her limbs and across her back. Springy moss hangs like hair from the top of her head, and spongey lichen grows between the flowers. She wears black and yellow snakeskin togas draped to both allow the flowers to grow, and hide the withering scar across her abodmen from the costly curse. Atop it all sits a yellow cloche hat with blue and green feathers. The hat had once cursed a bullywug coutier, who let her keep it once she helped break the curse.
Most of her accoutrements are hung on the ends of her vines, from her travelling pack to the various trinkets she's acquired in her adventures. A finely braided rope is tied around her waist and holds an axe, the head of which has been replaced with an oxidized copper cage with a tiny amber bird inside.
Duss' energy is uncontained and unconcerned, and she carries herself like a person who has never been hurt.

Casting Style

The magic that infused Duss upon entering the portal is muddy and wet. Her spells cover everything in rich mud, and when she taps into the unique well of magic within, another patch of lichen grows on her body. The amber bird chirps to accompany the verbal components of spells. Greens, golds, browns, and deep blues generally color her magic, and common motifs include strange flowers, ancient fish and birds, and rust.
Much of her magic involves battlefield and environment control, so Duss positions herself to have the best vantage of the area.
Current Status
Seeking her next adventure
Ancestry
Ransche
Ethnicity
Age
205
Children
Pronouns
she/her
Presentation
femme
Eyes
yellow, gently glowing
Hair
brownish green moss, springy and coiled
Skin Tone/Pigmentation
deep green with patches of lichen and small white flowers
Height
1.7m
Weight
dense, heavier than she seems

Duss

10 Level (0/85000 XP for level-up) Feylost Background Vinefolk, Zekke Race / Species / Heritage Alignment
Sorcerer
Level 10
Hit Dice: 10/10
1d6+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
13
+1
WIS
8
-1
CHA
20
+5
32
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30/20
Speed (walk/run/fly)
10 / 10
Sorcery Points
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+2 Dexterity
+7 Constitution
+1 Intelligence
-1 Wisdom
+9 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+9 Deception CHA
+1 History INT
-1 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
-1 Medicine WIS
+1 Nature INT
-1 Perception WIS
+5 Performance CHA
+9 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Braided Staff -1 STR 1d6-1 bludgeoning
 versatile (1d8)
Attacks

Spell Book

Ancestry: Ranschen
  • Extended Reach: The vines of your body are long and supple. The reach of any melee attack you make is extended by 5 feet.
  • False Appearance While you remain motionless, you are indistinguishable from a tangle of vines.
  • Tangled Vines: Ranschen limbs are tangles of tough vines. You have advantage on rolls made to grapple, and grapple checks made against you have disadvantage.
  • Culture: Zekke
  • Cunning Artisan As part of a short rest, you can scavenge non- or once-living material from the immediate environment to create a small trinket or art piece, a simple melee weapon, or ammunition for a simple ranged weapon.
  • Efficient: You're accustomed to taking only what you need. You require only half the normal amount of food and water per day.
  • Background: Feylost
  • Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.
  • Class: Sorcerer
  • Spellcasting: The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
  • Spellcasting Focus
  • Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
  • Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • Heightend Spell
  • Twinned Spell
  • Empowered Spell
  • Sorcerous Origin: Sodden Spirit
  • Primal Waters: You are connected to ancient powers of elements and nature. Starting at 1st level, you can speak, read, write, and understand Primordial, including its dialects. Additionally, you can breathe air and water and have a swimming speed of 20 feet.
  • Spirit of the Wilderness: At 1st level, you know the speak with animals spell. It is a sorcerer spell for you and doesn't count against the number of spells you know. At 5th level, you learn the speak with plants spell. It is a sorcerer spell for you and doesn't count against the number of spells you know. Once you have access to sorcery points, you can spend 2 sorcery points when casting either spell to cast it on a creature you are touching.
  • River of Time: At 6th level you begin to tap into the Shrines' knowledge of all that came before. When you fail an ability check, you can expend 2 sorcery points to roll a d4 and add the result to the check, potentially causing you to succeed. You may spend an additional 2 sorcery points to increase the die: 4 points for a d6, 6 for a d8, and 8 for a d10. You cannot increase the die above a d10.
  • Feats
  • Fey Touched: You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
  • Dissonant Whispers

  • Features & Traits
    Pan flute, pouch of seeds that smell like home, copper coin with a smiling satyr's face on one side and a satyr's skull on the other, tiny book of fairytales, iron key for an unknown safe, formerly cursed hat, Braided Staff, Faerie Stone, spellcasting focus, explorer's pack

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
    Sylvan, Primordial, Common, pan flute

    Languages & Proficiencies
    "I can't bring myself to trust most adults."
    "I'm driven by a wanderlust and never stay in one place long."

    Personality Traits
    "I prefer to take the less travelled path."

    Ideals
    "I find magic in all its forms to be compelling. The more magical a place, the more I am drawn to it."

    Bonds
    "I easily lose track of time. My poor sense of time means I'm always late."

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.


    Cover image: by Athevra via Adobe Spark
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