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Neutral Good Outlander young adult male Dusk (Wood) Elf
Order Cleric 1 / Satire Bard 6 / Celestial Patron Warlock 2 / Wild Magic Sorcerer 1 / Fighter 1

picture of person in scale armor

Dhrun is a dusk elf who grew up under the leadership of his Kasimir Velikov. Although most dusk elves, like their wood elf cousins, are agile and stealthy, Kasimir instead encouraged Dhrun into athletic and manly pursuits: racing, hunting, wrestling, armor smithing, and forceful song and oration. Dusk elves are able to grow facial hair, and Dhrun was encouraged to wear a handsome full beard.

picture of shield with raven heraldic symbol

Dhrun was also raised with vague reverence toward the Raven Queen. Kasimir was frustratingly enigmatic about actual theological or ritual training. Instead, Dhrun was challenged through philosophy and debate about how the elven elevation of mutability, change, and reincarnation could compliment and coexist with a destined and predictable afterlife for other races. Dhrun tries to live with neither rigor nor chaos. He has a regimen for diet and exercise, yet makes no daily plans. He is loyal yet carefree. He cares little about legality yet avoids immorality.

picture of shield with corellon heraldic symbol

As elves measure age Dhrun is nearing maturity with eighty years. His trances are still filled with memories of past lives, never his own personal history. He recently discovered that he is a "Blessed of Corellon", a fact that Kasimir must have known all along. He began adventuring to keep this secret from the dusk elves loyal to Count Strahd van Zarovich, who would eventually notice if he stayed in their settlement.

Dhrun had an encounter with something in the Abbey of Saint Markovia, above Krezk. He gained some connection to the upper planes. He is otherwise ignorant about his Celestial patron.

Dhrun recently had an encounter with something connected to Alathrien Druanna that inused him with chaogic conjuration magic. When grappling he now manifests the "Skin of Alathrien Druanna" in various ways.

When possible, before combat he casts Longstrider and Enhance Ability on himself to increase his speed and give him advantage on Athletics checks to grapple or shove.

As a Dusk Elf, he may attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

During combat he prefers to enable the other party members to attack more often and reliably, move faster, and stay healthy. He most often uses Shield of Faith, Longstrider, or Healing Word on an ally (also granting them a reactionary melee attack) and Eldrich Blast. He really enjoys grappling and pulling opponents.

Dhrun speaks Common and Elven. Out of combat he helps with expertise in Perception, and by buffing skill use.

Skill proficiency sources are Elven (Perception), Outlander (Athletics, Survival), Cleric (History, Religion), Order Cleric (Intimidation and Heavy Armor), Multiclass to Bard (Insight), Satire Bard (Thieves' Tools, Sleight of Hand, Medicine), and Multiclass to Fighter (Martial Weapons). Dhrun has expertise in the skills Athletics and Perception. His non-proficient skills receive a +2 bonus from Jack of All Trades.

Strength 16 (+3)
Saving Throw +6
Athletics +11
Dexterity 10 (0)
Saving Throw +3
Acrobatics, Stealth +3
Sleight of Hand, Thieves' Tools +5
Constitution 15 (+2)
Saving Throw +5
Intelligence 10 (0)
Saving Throw +3
History, Religion +5
Arcana, Investigation, Nature +3
Wisdom 12 (+1)
Saving Throw +8
Perception +9
Passive Perception 19
Insight, Medicine, Survival +6
Animal Handling +4
Charisma 14 (+2)
Saving Throw +9
Intimidation +7
Deception, Performance, Persuasion +5

Fighter Stuff:

Interception Fighting Style: may use reaction to grant myself or an ally within 5' damage reduction of 1d10+4 hit points.

Second Wind: once per short rest may use bonus action to regain 1d10+1 hit points.

Warlock Stuff:

Celestial healing dice: 2d6 per long rest.

Eldrich Invocations: Misty Visions, Devil's Sight

Proficiency Bonus: +4

Hit Points: 80 (Hit Dice 9d8 + 1d6 + 1d10)

Armor Class: 18 (Split Armor, Blessing)

Initiative Bonus: +3

Movement Rate: 35'

Spell slots: 4 first / 3 second / 3 third / 2 fourth

Pact magic slots: 2 first

Spell DC: 14

Grapple/Shove at +11 to hit

Warlock spell attack bonus is +6 to hit

Cleric Stuff:

Each non-cantrip spell targeting an ally allows that ally to use his or her reaction to make a weapon attack.

Bard Stuff:

May grant two bardic inspiration dice (d8, 10 min) per short rest.

Tumbling Fool: as a bonus action can tumble to do both Dash and Disengage, with climbing speed and safer falling.

Fool's Insight: may use Detect Thoughts twice per long rest with slight bonus.

Song of Rest: allies spending Hit Dice to heal during a short rest regain 1d6 extra hit points.

Song of Counterspell: may use action to grant allies advantage on saving throws against fright or charm, until end of my next turn.

Spells Known

Higher spell slots add d6 to Burning Hands, d4 to Healing Word, d6 to Guiding Bolt, better Armor of Agathys, or better Dispel Magic.

b = bonus action, c = concentration required

Cleric cantrips: Guidance d4 (c 1 min), Resistance d4 (c 1 min), Virtue d4+1 (1 round)

Bard cantrips: Mage Hand (1 minute), Message, Prestidigitation

Celestial patron cantrips: Light (1 hour), Sacred Flame 3d8 (60')

Warlock cantrips: Eldrich Blast 3 beams (each d10, 120'), Booming Blade +2d8 and 3d8 for moving

Sorcerer cantrips: Minor Illusion, Mending, Chill Touch 3d8, Sword Burst 2d6

L1 Cleric spells: Shield of Faith +2 AC (b, c 10 min), Detect Magic (c 10 min)

L1 Bard spells: Healing Word d4+1 (b), Longstrider (1 hour)

L1 Warlock spells: Guiding Bolt 4d6, Armor of Agathys (1 hour), Comprehend Languages

L1 Sorcerer spells: Shield, Burning Hands 3d6

L2 Bard spells: Lesser Restoration, Enhance Ability (c 1 hour), Knock, Silence (c 10 min)

L3 Bard spells: Leomund's Tiny Hut (8 hours), Dispel Magic, Nondetection (8 hours, 25gp diamond dust)


Proficient with all weapons and armor, shields, music instruments of pipes and flutes, and thieves' tools.

Splint armor, Pipes of Haunting, an Alchemy Jug, another magic decanter that produces 1 gallon of wine each day and cures poison, explorer's pack (no rope), holy symbol, hunting trap, mess kit, bull's eye lantern, wax

10 gp

Attuned magic items are a Ring of Spell Storing with the Dawn spell (c 1 min), a Stone of Good Luck, and Icebreaker a modified Staff of Frost (+7 to hit as quarterstaff for 1d6+3 damage) that sometimes opens portals to the elemental plane of water.

Cone of Cold: 5 charges, cone 60', save vs. CON, 8d8 cold

Ice Storm: 4 charges, cylinder 40' tall, 20' radius, save vs. DEX for half, 4d6 cold + 2d8 bludgeoning + 1 turn difficult terrain

Wall of Ice: 4 charges, 10 minutes concentration, 10' radius dome/sphere or ten 10'x10'x1' panels, save vs. DEX for half, 10d6 cold, wall itself has AC 12 and 30 hit points per portion, ex-wall is frigid air 5d6 cold with save vs. CON for half

Fog Cloud: 1 charge, 1 hour concentration, 20' radius sphere, heavily obscures (causes blinded)

Background Traits

Trait: I fidget by drawing geometric shapes and runes inspired by what I have seen in my trance-visions of Alathrien Druanna.

Ideal: Life has constant change.

Bond: It is my duty to provide children to sustain my tribe.

Flaw: I love wine and ale too much.


Dhrun gains a +1 bonus to saving throws and ability checks (included above) from his Stone of Good Luck.

The Beacon of Argynvost grants Dhrun another +1 bonus to saving throws and a +1 bonus to AC (included above) while in Barovia.

Dhrun gains yet another +1 bonus to saving throws (included above) from the Skin of Alathrien Druanna. Also, Dhrun's grapples have alternating effects from Order and Chaos. When enhanced by order they deal an extra 3d6 damage similar to Evard's Black Tentacles. When enhanced by chaos other stuff happens.