Velora, Elven Witch

High Elf, Outlander, Wizard[1]

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 [+0] 13 [+1] 13 [+1] 14 [+2] 12 [+1] 11 [+0]

Speed: 30ft
Size: Medium
Wounds: 7 (1D6)
Saving Throws: Intelligence, Wisdom
Proficiency: +2
Experience: 0 [Level 1. Next (2) at ]
AC: 11

Weapons: Daggers, darts, slings, quarterstaffs,
light crossbows
Armour: None.
Tools: Ocarina
Skills: Arcana, Athletics, Investigation, Survival.
Languages: Common, Elvish, Abyssal.

Feats and Abilities:

  • Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout o f terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none o f the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth o f spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


  • Charred Black Wand: Carved from the only remaining wood of a treant struck by lightning.
    • Arcane Focus
  • Quarterstaff (D6; Bludgeoning; D8 [Versatile], Reach)
  • Hunting Trap
  • Tooth of a Tunnelworm
  • Travellers clothes
  • Belt Pouch
  • Dagger (D4; Piercing)
  • Backpack (Book of Lore, Bottle of Ink, Ink Pen, Small Knife, 10 sheets of parchment, bag of sand)
  • Spellbook: Scraps of parchment covered in a scrawl of black words and symbols loosely held together by an indistinguishable leather binding.
  • A purple handkerchief embroidered with the name of a powerful Arch-mage.

Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0



  • Fire Bolt
  • Chill Touch
  • Minor Illusion
  • Shocking Grasp

1st Level Spells:

  • Find Familiar
  • False Life
  • Witch Bolt
  • Ray of Sickness
  • Detect Magic
  • Identify

Followers and Minions

Dinklebot: Raven familiar

Strength Dexterity Constitution Intelligence Wisdom Charisma
2 [-4] 14 [+2] 8 [-1] 2 [-4] 12 [+1] 6 [-2]

AC: 12
HP: 1
Speed: 10ft (walk), 50ft (fly)
Passive Perception: 13

  • Attacks: Beak: +4 to hit; 1 Piercing
  • Abilities: Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
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