Medium Humanoid, Neutral Good
AC 13    Initiative +1 (11)
HP 44 (8d8 + 8)
Speed 30 ft.
Mod Save
STR 8 −1 −1
DEX 15 +2 +2
CON 16 +3 +3
Mod Save
INT 20 +5 +5
WIS 23 +6 +6
CHA 15 +2 +2
Skills Medicine +5, Nature +3, Perception +5
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
CR 9 (XP 5,000; PB +4)
Traits

Keeper of the Ancient Ways

Velindra preserves forms of magic predating even modern Ylissian spellcraft.

She gains:

  • Advantage on Arcana, Nature, Medicine, Insight and Survival checks.
  • She always knows whether a creature, object, or place is affected by a curse, blessing, disease, or magical corruption after observing it for 1 minute.
  • Detect Magic, Detect Poison and Disease, and Speak with Animals are always prepared and may each be cast once without expending a spell slot per short or long rest.

Royal Hedge Witch

Years spent tending villages and the wilds have made Velindra a master of practical magic.

Whenever she casts a Wizard spell that restores hit points, removes a condition, or protects a creature:

Choose one target affected.

That creature gains one benefit until the start of Velindra's next turn:

  • +2 AC
  • Advantage on one saving throw
  • Resistance to one damage type of Velindra's choice
  • 10 temporary hit points

Witch's Hex

As a Bonus Action,

mark one creature within 90 feet.

For one minute:

  • The creature subtracts 1d4 from its first saving throw each round.
  • The first ally that hits the creature each round deals an extra 1d6 radiant or necrotic damage (Velindra's choice).
  • Velindra always knows the target's direction while it remains on the same plane.

Uses equal to her Wisdom modifier per Long Rest.

Coven Magic

Whenever Velindra is within 30 feet of another friendly spellcaster,

both gain:

  • +1 Spell Save DC
  • Advantage on Concentration checks
  • +10 feet spell range

If one of those spellcasters is Dorathea or Evelyn, both also gain advantage on initiative rolls and can communicate telepathically out to 120 feet.

Archmage of Living Magic

As one of Ylisse's three Archmages, Velindra's command of natural arcana bolsters all around her.

Friendly creatures within 30 feet gain:

  • Advantage on saving throws against poison, disease, curses, and magical corruption.
  • Resistance to necrotic damage.
  • Advantage on death saving throws.

Ylissian Royal Druid

The Exalt has entrusted Velindra as protector of the sacred groves, leylines, and ancient shrines of Ylisse.

She cannot become magically lost within Ylisse or its protectorates.

She always knows the direction of:

  • Sacred groves.
  • Ancient standing stones.
  • Divine shrines.
  • Major ley line nexuses.

Additionally, beasts and fey with Intelligence 6 or lower begin with a Friendly attitude toward her unless magically compelled otherwise.

Star Map of the Exalt

Velindra carries an enchanted celestial chart gifted upon her appointment as Archmage.

While holding it:

  • She may cast Guiding Bolt without expending a spell slot a number of times equal to her proficiency bonus per long rest.
  • She adds her Wisdom modifier to Initiative rolls.
  • Allies within 20 feet ignore nonmagical difficult terrain.

Circle of Stars — Constellation Mastery

Whenever Velindra activates Starry Form, she gains the benefits of all three constellations simultaneously rather than choosing one.

Archer

As a Bonus Action, make a radiant spell attack against a creature within 60 feet, dealing 2d8 + Wisdom modifier radiant damage.

Chalice

Whenever Velindra restores hit points with a spell, another creature within 30 feet regains hit points equal to 1d8 + Wisdom modifier.

Dragon

Velindra treats any roll of 9 or lower on a Constitution saving throw to maintain Concentration as a 10, and she gains advantage on Intelligence and Wisdom checks.

Blessing of the First Archmage

Stephanie Warrens' teachings still guide her adopted daughter.

Whenever Velindra casts a spell of 1st level or higher, choose one:

  • One ally within 30 feet gains temporary hit points equal to twice the spell's level.
  • One ally may immediately move up to half its speed without provoking opportunity attacks.
  • Remove the Frightened or Charmed condition from one creature within 30 feet.

Nature's Ward

Reaction.

When a creature within 30 feet takes damage,

roots, vines and starlight erupt.

Reduce the damage by

3d8 + Wisdom modifier

The protected creature may then immediately move 10 feet without provoking opportunity attacks.

Uses equal to proficiency bonus per Long Rest.

Purification Ritual

Once per Long Rest,

over one minute,

Velindra performs an ancient Ylissian rite.

Choose one:

  • End one curse affecting a creature.
  • Remove one magical disease.
  • End one possession effect.
  • Cleanse an area up to a 60-foot radius of lingering magical corruption, blight, or necromantic taint (subject to the DM's discretion for exceptionally powerful magic).

Constellation Sanctuary

Action.

Create a 20-foot-radius sphere of shimmering starlight for 1 minute (Concentration).

Friendly creatures inside:

  • Gain half cover.
  • Regain 1d6 hit points at the start of each of their turns.
  • Have advantage on Wisdom and Constitution saving throws.
  • Shed dim starlight that reveals invisible creatures within the sanctuary.

Enemies that enter the area for the first time on a turn or start their turn there must succeed on a Wisdom saving throw or have their speed reduced by 10 feet until the start of their next turn.

Actions

Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.

Multiattack

Velendra casts a cantrip and may move up to half her speed without provoking opportunity attacks.

Frostbite

Ranged Spell Attack:

+9 to hit, 60 ft.

Hit: 3d6 Cold

 damage and the target has disadvantage on its next weapon attack.

Guiding Bolt

Ranged Spell Attack: +9 to hit, 120 ft.

Hit: 5d6 Radiant damage.

Bonus Actions

Starry Form (2/Day)

Velendra assumes a glowing celestial form for 1 minute.

Choose one constellation:

Archer

  • Once per turn, make a radiant bolt attack.
  • +9 to hit, 60 ft., 2d8+5 Radiant damage.

Chalice

  • Whenever Velendra heals a creature, another creature within 30 feet regains 2d8+5 HP.

Dragon

  • Concentration checks automatically succeed on rolls below 10.
  • Advantage on Intelligence and Wisdom checks.

Wild Shape (2/Day)

Velendra transforms into a beast of CR 1 or lower for exploration, scouting, or emergencies.

Reactions

Evil Eye (4/Long Rest)

When a creature within 60 feet makes an attack roll, ability check, or saving throw, Velendra can force it to roll with disadvantage.

Protective Constellation

While in Starry Form, when an ally within 30 feet takes damage, reduce the damage by 2d8+5.

Description

Personality

"The stars speak softly. The problem is that most people only listen when they begin shouting."

  • Calm, thoughtful, and endlessly patient.
  • Loves animals more than politics.
  • Acts as Heledia's unofficial court mage and spiritual guide.
  • Strong believer that people can choose who they become, regardless of their bloodline.
  • Serves as an older-sister figure to the party and frequently offers advice over tea and stargazing sessions.

In combat, Velendra focuses on support, battlefield control, healing, and weakening enemies, allowing heroes like Chrom, Nemissa, and Naltea to shine while she manipulates the battlefield through celestial magic and witchcraft.

Habitat: Any

MageLord8521

Comments

Posts Quoted:
Reply
Clear All Quotes