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Whelani

Medium Wood-Elf, Warden, Chaotic Good

Armor Class 14
Hit Points 39
Speed: 35 ft

STR

10
( +0 )

DEX

13
( +1 )

CON

14
( +2 )

INT

10
( +0 )

WIS

17
( +3 )

CHA

11
( +0 )

Skills Perception +6 Nature +3 Survival +6
Languages Common, Elvish, Sylvan
Challenge Rating 3
Proficiency Bonus +3

Description

A Prehnite druid saboteur who infiltrated Aldmeth Tricorne's sky manor and exposed his secrets to the one-shot party. She helped them escape Chalcedon on a stolen skyship and brought them to their desired locations, bringing Wiinken, Calico and Marty safely to Prehn and leaving the others in the foothills of the Ridgefell Mountains.

Ideals

Freedom of all oppressed peoples, loyalty

Bonds

The Grand Arbiters

Flaws

A touch too militant

Spellcasting ability is Wisdom (spell save DC 14 to hit with spell attacks +6) 1st Level (4 slots): Create or Destroy Water, Charm Person, Jump, Cure Wounds, Speak with Animals, Thunderwave, Healing Word, Detect Poison and Disease 2nd Level (3 slots): Locate Object, Call Lightning 3rd Level (3 slots): Create Food and Water, Moonbeam

At will: Guidance, Thorn Whip, Mending, Produce Flame

1/day: Wild Shape: Once per day as an action the Warden can magically assume the shape of a beast that he has seen before. The creature must have a maximum CR of 1/4 and no flying or swimming speed.


Animal Friend: As an action, the Warden can charm a small or smaller animal to follow some simple orders. The creature must succeed on a WIS saving throw against the Warden spellcasting CD. On a failure, the warden can give a simple order with 5 or less words. The creature will only obey the order if it doesn't show any kind of danger to itself. The charm effect lasts for one day. The warden can charm a number of creatures equal to its WIS. Verdant Keeper: Due to their connection with nature the Warden can cast a ritual that can greatly increase the growth of an animal or a plant. For each hour focusing on the ritual, the creature/plant grows 10% of its expected lifespan. Wardens usually retire themselves to regrow an entire region with months of work.   Racial Features   Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep Darkvision: 60ft Trance: Meditate for 4 hours instead of sleeping Keen Senses: Proficiency in the Perception skill Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow Mask of the Wild: Can attempt to hide in foliage or natural climate phenomena

Actions

Quarterstaff: Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.  Properties: Versatile (1d8)


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