Firya Character in Verum | World Anvil

Firya

Firya

Physical Description

General Physical Condition

She is tall and toned. Her silver scales shines with a slight opalescent tint and a long, thick tail with hair.

Body Features

Her dragon-like arms has silver scales that extends to the elbow and she has blunt claws. Scales cover part of her back, forming a diamond-like shape and extends up to the back of her neck. Her medium length fluffy hair is tied up into a short, low ponytail. Her horns form a broken circle.

Facial Features

She has downward pointing pointy ears and no pupil in left eye. Oriental facial features (despite the hair and eye colors).

Identifying Characteristics

Unnaturally round horns and an eyepatch on the left eye. Usually can be seen holding a smoking pipe.

Physical quirks

Slightly facing left when facing you straight, due to being one eyed. Not very noticeable. Does not act traditionally feminine. Manspreads.

Apparel & Accessories

Oriental styled clothings with no shoes. She wears the mantel of seasons from her faction as a crown on her head.   Optional: Samurai style breastplate, round wooden shield

Mental characteristics

Personal history

Lost her eye for wandering too far into fey territory.

Education

Common.

Employment

She has worked in various cooking jobs. Can make a really good stir-fry.

Taboos

NO ONIONS

Personality Characteristics

Likes & Dislikes

Absolutely NO onions in her food please. Will not work with onions.

Social

Religious Views

Worshipper of Oun.

She's just here to help and have a good time. Will sing you to sleep maybe

View Character Profile
Alignment
Neutral Good
Age
25
Children
Gender
Female
Eyes
Teal
Hair
Platinum Blonde
Skin Tone/Pigmentation
Light
Height
5'7"
Weight
150lbs
Known Languages
Common, Draconic, Druidic

Firya

Dragonborn Race
Dolten - Fae-Lost Origin
Druid 2 / Cleric 6 - 8 Class & Level
Neutral Good Alignment
Oun Deity
Last Grove Faction
Member - Druid Rank/Position
8 Loyalty
Company

Strength 12
+1
Dexterity 11
+0
constitution 12
+1
intelligence 10
+0
wisdom 21
+5
charisma 14
+2
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+1 Strength
+0 Dexterity
+1 Constitution
+3 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+0 Arcana
+1 Athletics
+2 Deception
+0 History
+8 Insight
+2 Intimidation
+0 Investigation
+5 Martial
+8 Medicine
+0 Nature
+8 Perception
+2 Performance
+2 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 
35
MV
2
Prestige
1
Attunement Slots
16
Armor Class
55
Hit Points
+0
Initiative
35
Speed
WeaponAttackDamage
Primal Savagery 1d20+6 2d10 acid
Produce Flame 1d20+6 2d8 fire
Toll the DeadDC14 2d8 2d12 necrotic
Shortbow 1d20 1d6 piercing
Silvered Scimitar 1d20+4 1d6+1 slashing
Attacks
Armor: light armor, medium armor, shields

Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism kit, Cook's Utensils

Languages: Common, Draconic, Elvish, Druidic
Proficiences
Primal Savagery
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Produce Flame
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

---
*Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
*From Dream Domain.
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Toll the Dead
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
    Spare the Dying
    Necromancy cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Spellcasting
    A scroll case stuffed full of notes from your studies or prayers
    Winter blanket
    a set of Common clothes
    Herbalism Kit
    Cook's Utensils
    Bullseye lantern
    Explorer's pack
    Backpack
    Bedroll
    Mess kit
    Tinderbox
    10 Torches
    10 Rations
    Waterskin
    50ft Hempen Rope

    Leather armor
    x2 Bandoliers
    Druidic Focus
    x2 Holy Symbol (Oun)
    x1 net
    x1 grappling hook
    x10 pitons
    x5 pint of oil
    x1 insect repellent greasy salve
    x4 incense sticks
    x1 bag of 1000 ball bearings
    x5 sack
    x1 bottle of ink
    x10 parchment
    x1 fine clothes
    x5 daggers
    x1 scimitar
    x10 silvered arrows

    x3 Potions of Healing
    x5 Potions of Greater Healing
    x7 Superior Healing Potion
    x4 Antitoxin
    x8 Potion of Growth
    x5 Potion of Heroism
    x7 Scroll of Longstrider
    x1 Scroll of Cure Wounds
    x5 Scroll of Healing Word
    x1 Scroll of Dispel Magic
    x3 Scroll of Misty Step
    x3 Scroll of Healing Spirit
    x1 Scroll of Gentle Repose
    x1 Scroll of Remove Curse
    x2 Scroll of Lesser Restoration
    x1 Scroll of Beacon of Hope
    x5 Scroll of Bless
    x1 Scroll of Bane
    x1 Scroll of Spiritual Weapon
    x2 Scroll of Spirit Guardian
    x2 Scroll of Alter Self

    x5 Ceremony components
    x4 Continual Flame components
    x1 Warding Bond components
    x1 Augury components
    300GP diamond dust

    Cheese
    -------------
    Equipped
    x2 MW Bandoliers
    The Storming Mirror
    Breastplate
    Silvered Scimitar
    Shortbow

    -------------
    Money/Crafting Tokens
    1105GP 6SP
    42 CT

    -------------
    The Storming Mirror
    The Storming Mirror (Shield, Minor Rare, Requires Attunement, 1000gp, 6lbs)

    "A flat metal shield shaped as Japanese cloud caricatures, dark and swirling around a polished silver mirror in it's center. The clouds grow and roil with streaks of blue light as if lightning pulses within.

    Reflections of Wisdom. Your Wisdom score increases by 1, up to a maximum equal to your ability score cap.
    Storms Succor. You are resistant to lightning damage."


    Call of Paradise
    Ring - Major Rare (2450 gp) - attunement, wisdom score +2 up to max.

    Paradise Song - when using a healing spell increase the healing by 1d6 per spell level up to 4d6, Once per short or long rest.

    Power of the Ancients - Advantage in concentration checks while wild shaped. Regain 1d6 HP when a wild shape ends, once per short or long rest.
    (ATTUNED)
    Equipment
    Last Grove
    Faction
    Specialist
    Stat Array
    Dolten/Fae-lost
    Your spell DC for Enchantment spells is increased by 1.

    You have vulnerability to lightning damage.

    You gain a +3 bonus to saving throws vs. Fear effects.

    ----------------------------
    Racial:
    Breath Weapon
    Draconic Ancestry. Silver, Cold, 15 ft. cone (Con. save)

    When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
    After you use your breath weapon, you can't use it again until you complete a short or long rest.
    Damage Resistance
    You have resistance to the damage type associated with your draconic ancestry.

    ----------------------------
    Faction:
    Nature's Blessing
    +5 movement speed

    ----------------------------
    Druid:
    Wild Shape
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • Ritual Casting
    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.


    Circle of the Moon:
    Combat Wild Shape
    You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    Circle Forms
    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

    ----------------------------
    Dreams - Cleric Domain
    Domain Spell
    At each indicated cleric level, you add the listed spells to your spells prepared.
    1st - Sleep, Cause Fear
    3rd - Darkness, Mirror Image
    5th - Catnap, Phantom Steed
    7th - Fabricate, Phantasmal Killer
    9th - Dreams, Legend Lore
    Bonus Cantrip
    You gain a cantrip of your choice from the bard or druid spell list. For you, they count as cleric cantrips.
    Restful Spells
    Whenever you would cast a spell of first level or higher that would target your allies, heal them for a number of hit points equal to the spell's level.


    Channel Divinity
    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.


    Channel Divinity - Day Dream
    Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.


    Channel Divinity - Turn Undead
    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.


    Rain Orb - Tide
    Your bestial forms tap into their primal connection when healed, swelling with healing power before letting the excess energy crash onto your foes. You gain the following benefits:
    When you use a bonus action to expend spell slots to heal yourself through your Combat Wild Shape, increase the healing done by 1d8 per spell level
    Healing from this ability in excess of your maximum hit points becomes temporary hit points.
    Additionally, you empower your next attack made with a natural weapon to deal an extra 1d6 primal damage per level of spell slot expended to a maximum of 3d6.

     


    Destroy Undead (CR 1/2)
    Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.


    Channel Divinity (2/rest)
    Beginning at 6th level, you can use your Channel Divinity twice between rests.

    Dream Form
    As a bonus action, you may enter a state that is between both the dream realm and the waking realm, granting yourself resistance to all damage and advantage on attack rolls. This lasts for one minute or until you are subject to a critical hit. This ability can only be used once per long rest.

    Class/Racial Features & Traits