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Lysi'ander El'rorion Vae'khyll (Lev)

Lysiander was born into the noble Eladrin court of the Feywild, a realm of eternal seasons and whimsical magic. As a young noble, he was known for his quick wit and mischievous nature, traits that often led him into trouble but also endeared him to many.
  During his early years, Lysiander befriended an unusual creature - a fairy dragon named Zephyr. This tiny, iridescent dragon became his constant companion and confidant. Through their friendship, Lysiander learned to speak Draconic, a skill rare among the Eladrin. Zephyr often regaled him with tales of the greater dragons and their significant role in shaping various realms.
  As Lysiander grew older, his spring/summer aspect became more prominent, amplifying his impulsive and playful nature. It was during one of these moods that he made a fateful mistake. At a grand feast in the Fey Court, Lysiander, caught up in his emotions and slipped a love potion into the drink of Titania.
  The consequences were immediate and severe. The court was thrown into chaos, and Lysiander's actions were deemed a serious breach of trust and decorum. As punishment, he was banished from the FeyCourt for 100 years.
  Exiled from the court, he went to the mortal realm of Nehwon, Lysiander found himself not wanting to change his winter aspect, his sadness and regret manifesting physically. His once vibrant demeanor gave way to a more melancholic state, his hair turning white and his eyes a piercing blue.
  However, fate had more in store for him. The Fey Court, recognizing the potential value of Lysiander's unique skills and connection to dragon lore, gave him a mission. They had foreseen the coming of dragons to Nehwon and tasked Lysiander with aiding the mortal realm in preparation for this event.
  Now, at 80 years old - still young for an Eladrin - Lysiander walks the lands of Nehwon. He serves as a Warcleric, using his divine powers and fey heritage to gather information and prepare for the dragons' arrival. His knowledge of Draconic and the lore learned from Zephyr prove invaluable in this task.
  Lysiander's journey is one of redemption and growth. He seeks to prove his worth, not only to his former court but to himself. Each day, he performs small rituals that remind him of his home and heritage, while also embracing his new role in this unfamiliar realm.
  As he navigates the complexities of mortal life and the looming draconic prophecy, Lysiander hopes that his actions will not only aid Nehwon but perhaps, one day, earn him forgiveness and a return to his beloved Feywild's Noble Court
His time on the mortal realm has not been idle. Word was caught by the wind and leaf that of an exiled Noble Fey, amognst the other Fey creatures and that aligned closely with nature. Before he knew it, nearly a year, they have formed a functing organization called The Twilight Covenant. WIth their numbers growing so has their influence, and word got back to them of some missing children. Lev heard through the grape vine that of a place they might be held and it was also in the general area that the covenant suspects potiental future dragon activity. He thought it best to go alone, for he wasn't to be long, nor did he think the information to be completly accurate. It turned out to be accurate, at lest the kid aspect, and is in the process of clearing a path to them inside some type of large dungeon or temple.

Skill Proficiencies Athletics, Insight, Perception, Performance, Religion
Tool Proficiencies Calligrapher's Supplies, Cartographer's Tools, Lyre
Languages Common, Draconic, Sylvan
Equipment A Nobles Signet Ring made in the Feywild.
An ornate Holysymobl made in the Feywild.
A Cresent Moon Lyre from the Feywild.
A crudly made map of my location in Newhon. That with my cartography skill, locations are slowly being added.
Lifestyle Noble / Far traveler

Features

Bonus Attack

  When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 5 times per long rest. War Priest: 1 Bonus Action
 

Harness Divine Power


TCoE, pg. 30
  You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you regain one expended spell slot of up to level 1. You can use this feature 1 times. You regain all expended uses when you finish a long rest.
Harness Divine Power: 1 Bonus Action
Long Rest

Channel Divinity


  PHB, pg. 58
  You can channel divine energy to fuel magical effects a number of times per short rest
Channel Divinity: (No Action) Regain 1 Spell slot Channel Divinity: Turn Undead: 1 Action Channel Divinity: Guided Strike
  PHB, pg. 63   When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result. Channel Divinity: Guided Strike: (No Action)

Species Traits

Eladrin Season
  MotM, pg. 13
  You can choose between the following Eladrin Seasons: Autumn, Winter, Spring, and Summer. Your Trance trait lets you change your season. Winter
Contemplation and dolor, when the vibrant energy of the world slumbers.
      You are a Humanoid but are also considered an elf for any prerequisite or effect that requires you to be an elf.
      You are Medium.
MotM, pg. 13
 

Your walking speed is 30 ft.


Darkvision


  MotM, pg. 13
  You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light, only discerning colors in that darkness as shades of gray.

Fey Ancestry

  MotM, pg. 13
  You have advantage on saving throws you make to avoid or end the charmed condition.

Fey Step

  MotM, pg. 13
  As a bonus action, you can teleport up to 30 ft. to an unoccupied space you can see. You can use this 2 times per long rest. At 3rd level, your Fey Step gains an additional effect based on your season.
Winter - Charisma
Fey Step (Winter): 1 Bonus Action
Fey Step: 1 Bonus Action
   

Keen Senses

  MotM, pg. 13
  You are proficient in Perception.

Trance

  MotM, pg. 13
  You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which you remain conscious.
  When you finish this trance you can change your season, and gain two proficiencies - each one a weapon or tool of your choosing from the Player’s Handbook. This lasts until you finish your next long rest.
Calligrapher's Supplies
Cartographer's Tools

Suggested Characteristics

Speaks with a lilting accent that becomes more pronounced when emotional.
Tends to bow slightly when greeting others, a remnant of his noble upbringing.
Frequently glances at the sky, as if reading signs in the clouds or stars.
Has a habit of trailing off mid-sentence when struck by a new thought or vision.
Often stands with perfect, almost unnatural stillness when observing.
Has a distant look in his eyes when recalling memories of the Feywild.
Often pauses before answering questions, as if consulting some unseen source.
Habitually adjusts his clothing or hair, ensuring a regal appearance.
I watch over my friends as if they were a litter of newborn pups.
I begin or end my day with small traditional rituals that are unfamiliar to those around me.
  1)Dawn/Dusk Light Collection: He captures the first ray of dawn or the last ray of dusk in a small prism or crystal, whispering words in Sylvan.
    2)Shadow Naming: At noon, he names his shadow, believing this keeps his fey essence intact in the mortal realm.
  3)Whisper Exchange: He whispers secrets to plants or stones, sometimes appearing to receive whispers in return.
    4)Dream Weaving: Before sleep, weaving strands of colorful thread into intricate patterns, then unraveling them upon waking.
    5)Emotion Crystallization: "Capturing" his strongest emotion of the day in a small, colorful crystal.
    6)Seasonal Blood Offering: Pricking his finger to offer a drop of blood to the earth at each solstice and equinox.
    7)Star Pattern Alignment: He picks a constellation at night, then arranges rocks to mimic the constellation, and that is where he rests for the night.
    8)Weapon and Armor Attunement: Before he dons his armor or sword for the day. He will clean and sharpen, then lay his armor and sword on the ground in front of him. He then kneels and mediates, projecting his thoughts into them.

Traits

Ideal

Bond

Flaw


Created by

Jace Hatchet.

Statblock Type

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