Difference between revisions of "Darlingverse/Elara/Statblock"
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Latest revision as of 20:33, 13 December 2025
Elara Statblock
Elara is the Master of Arcane Identification and Foresight, providing intellectual guidance, raw power, and an unyielding desire to unravel mental complexities.
Core Stats & Proficiencies
- Race/Class: High Elf / Wizard (School of Divination)
- Armor Class (AC): 15 (Mage Armor) + 3 (Shield Spell) = 20 when needed.
- Hit Points (HP): 48 (10 hit dice)
- Speed: 30 ft.
- STR 8 (-1), DEX 14 (+2), CON 13 (+1), INT 20 (+5), WIS 15 (+2), CHA 10 (+0)
- Proficiency Bonus (PB): +4
- Racial Traits: Darkvision
- Saving Throws: Intelligence +9, Wisdom +6
- Skills: Nature +6, Arcana +9, Investigation +9, History +9, Perception +6
Combat & Tactical
- Spell Save DC: 17
- Spell Attack Modifier: +9
- Cantrips (At Will): Fire Bolt (2d10 damage), Shape Water, Mending, Toll the Dead (2d12 necrotic damage if target is damaged).
Wizard Features
- The Third Eye (Action 1/Short or Long Rest): Elara can gain one of the following benefits until she is incapacitated or takes a short or long rest: Darkvision, See Invisibility, or Ethereal Sight.
- Portent (2/Long Rest): When Elara finishes a Long Rest, she rolls four d20s and records the numbers rolled. She can replace any attack roll, saving throw, or ability check made by herself or a creature she can see with one of these portent rolls. Elara can replace a used d20 by casting a spell of her highest available spell slot and rolling a new d20 and writing down the result.
- Offensive Utility: When Elara casts a non-damaging spell she may also cast a cantrip with the same action.
Prepared Spells
- 1st Level (4): Shield, Absorb Elements, Identify, Detect Magic, Silvery barbs, Mage armor.
- 2nd Level (3): Arcane Lock, Misty Step, Scorching Ray, Augury, Detect Thoughts.
- 3rd Level (3): Fireball, Blink, Clairvoyance.
- 4th Level (3): Divination, Arcane Eye.
- 5th Level (2): Hold Monster, Scrying, Telekenisis
Darlingverse Stabilization
These abilities focus on restoring emotional flow, converting negative energy, and shaping the internal landscape.
1. Minor Stabilization: Hazard Mitigation (Bonus Action or Reaction)
- Requirement: A minor environmental hazard is affecting her or an ally within 30 feet that Elara can see. (e.g., a 5ft sq like a tripping root, a thick layer of bog)
- Effect: Elara channels her analytical arcane energies. She grants an ally within 30 ft. Advantage on their next Attack Roll due to new insights. Alternatively she can instantly vaporise one minor environmental hazard within 30 ft.
2. Major Stabilization: Alchemic Conversion (Action & 1 Minute Concentration)
- Requirement: Elara must expend a Spell Slot of 3rd level or higher and be touching a major concentration of negative energy (like a Miasmic Swamp puddle or a corrupted altar).
- Effect: Elara converts psychic distress into protective energy. When casting and at the start of Elara's consecutive turns, all Aberrations within a 30-foot radius takes 3d6 Psychic damage and have Disadvantage on attack rolls against Elara until the end of Elara's next turn. If Elara maintains concentration for a full minute, the ritual permanently converts the area's dominant negative energy to positive (e.g., transforming a corrupted swamp puddle into clean water, or a Gnarled Tree into a protective shelter) and grants all allies within the radius +1 bonus to their Wisdom Saving Throws until their next long rest (cumulative up to +3). Any ally within the area of positive energy has advantage on attack rolls Aberrations in the area to have disadvantage on attack rolls and ability checks. The positivity lasts for 48 hours.