Sylara Darkwillow

Swift and Elegant Elven Bladesinger

Female Eladrin
CG Medium Humanoid
Class: Rogue (Arcane Trickster) / Wizard (Bladesinger)
Level: 3/10
Height: 5’5", Weight: 115
Hair: Blonde, Eyes: Blue, Skin: Lightly Tanned
Age: 113
Background: Noble
Passive Perception: 20, Passive Investigation: 23, Passive Stealth: 25
Ability Score Modifier Saving Throw
STR 10 + 0 + 2
DEX 20 + 5 + 12
CON 10/19 + 4 + 6
INT 16 + 3 + 10
WIS 10 + 0 + 2
CHA 13 + 1 + 3
AC: 22 (25)
Armor Worn: Mage Armor, Bracers of Defense, (Bladesong)
Initiative: + 7
Speed: 30 (40), fly 50
Proficiency: + 5
Hit Points: 112
Hit Dice: 3d8/10d6
Number of Attacks: 2
Weapon Attack Bonus Damage Range Notes
Moraewiel + 12 1d8 + 7 piercing Finesse
+ 1 Longbow + 10 1d8 + 5 piercing 150/600 Ammunition, Heavy, Two-Handed
+ 1 Silver Dagger + 10 1d4 + 5 piercing 20/60 Finesse, Light, Thrown
Seeker Dart + 10 1d4 + 5 piercing plus 3d4 lightning 120 Finesse, Thrown
Skill Name Total Ability Proficiency Temp.
Acrobatics + 10 DEX ( 5 ) + 5 + 0
Animal Handling + 0 WIS ( 0 ) + 0 + 0
Arcana + 13 INT ( 3 ) + 5 + 5
Athletics + 5 STR ( 0 ) + 5 + 0
Deception + 1 CHA ( 1 ) + 0 + 0
History + 8 INT ( 3 ) + 5 + 0
Insight + 0 WIS ( 0 ) + 0 + 0
Intimidation + 1 CHA ( 1 ) + 0 + 0
Investigation + 8 INT ( 3 ) + 5 + 0
Medicine + 0 WIS ( 0 ) + 0 + 0
Nature + 3 INT ( 3 ) + 0 + 0
Perception + 10 WIS ( 0 ) + 5 + 5
Performance + 6 CHA ( 1 ) + 5 + 0
Persuasion + 6 CHA ( 1 ) + 5 + 0
Religion + 3 INT ( 3 ) + 0 + 0
Sleight of Hand + 5 DEX ( 5 ) + 0 + 0
Stealth + 10 DEX ( 5 ) + 5 + 0
Survival + 0 WIS ( 0 ) + 0 + 0
Other Proficiencies
Tool Proficiencies: Dragonchess Set, Thieves’ Tools
Weapons: Simple Weapons, Hand Crossbow, Longbow, Longsword, Rapier, Shortsword
Armor: Light Armor
Languages: Common, Elvish, Thieves’ Cant, Thassilonian
Moraewiel, + 1 Longbow, Quiver w/20 Arrows, +1 Silver Dagger, Seeker Dart, Mariner’s Studded Leather Armor, Amulet of Health, Bag of Holding, Boots of Elvenkind, Bracers of Defense, Broom of Flying, Cloak of the Manta Ray, Driftglobe, Eyes of Minute Seeing, Figurine of Wondrous Power (Silver Raven), Gloves of Thievery, Stuffed Bear, Wand of Mage Armor, Wind Fan, Vial of Antitoxin, Arcane Focus (Crystal), Backpack, Bedroll, Blanket, 5 Candles, 5 Scroll Cases, 5 Sets of Fine Clothes, Component Pouch, Dragonchess Set, Healer’s Kit, 2 Vials of Ink, 5 Ink Pens, Mess Kit, Steel Mirror, 20 Sheets of Paper, Perfume, 2 Potions of Healing, 5 Days of Rations, 50’ Silk Rope, Sealing Wax, Signet Ring, Soap, Spellbook, 2-Person Tent, Thieves’ Tools, Tinderbox, Waterskin
Total Weight Carried: 26/150 lbs.
Current Cash: 110 gp, 0 sp, 0 cp
Moraewiel is a + 2 silver rapier of power. It was once a staff of power that had belonged to Sylara’s mother, but as a gift of appreciation for good deeds performed in defense of the realm, the mages guild of Magnimar transformed the staff into a rapier with a True Polymorph spell. The metal of the sword has been tinted with a shimmering metallic dark blue dye that resembles the sky just after sunset. The sword was then named, and means Blackbird in elvish. The sword also has the Guardian minor property, granting a + 2 bonus to initiative if the bearer isn’t incapacitated.
While holding it, you gain a + 2 bonus to AC, saving throws, and spell attack rolls. The sword has 20 charges for the following properties. The sword regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the sword retains its + 2 bonus to attack and damage rolls, but loses all other properties. On a 20, the sword immediately regains 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the sword, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the sword over your knee or against a solid surface, performing a retributive strike. The sword is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. You have a 50% chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16x the number of charges in the sword. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far it is from the point of origin. On a successful save, a creature takes half as much damage.


When Sylara was younger, she studied abroad in Qadira. While traveling with a group of students, they came under attack by raiders. Sylara was instrumental in driving off the attackers, but suffered some minor injuries in the process. As a token of gratitude, once the students had made it safely back to their university, Sylara was given a pair of golden bracers. The bracers are intricately detailed and depict a fiery sun. In addition to its normal properties, the wearer of these bracers suffers no harm in temperatures as cold as -20 degrees or as warm as 120 degrees.
This magical stuffed bear was given to Sylara when she was a child and had just come to Magnimar, after the great tragedy had struck her family. She suffered from terrible nightmares, so the head steward gave her an old heirloom that, until now, had been collecting dust in an old storeroom. She has kept the bear close to her in remembrance of the kindly old man, and she even named the bear after him – Mr. Borse (or Borse the Bear). In addition to its normal properties, the bearer can use a bonus action to cause the bear to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
Arcane Recovery (5 Levels, 1/Day)
Recover half your wizard level in spell slots after a short rest.
Bladesong (2/short rest)
You can use a bonus action to start the bladesong, which lasts for 1 minute. You gain a bonus to your AC equal to your INT modifier, your walking speed increases by 10’, you have advantage on Dexterity (Acrobatics) checks, you gain a bonus to any Constitution saving throw you make to maintain concentration on a spell.
Boots of Elvenkind
Your steps make no sound, regardless of the surface you are moving on. You have advantage on Dexterity (Stealth) checks that rely on moving silently.
Broom of Flying
Fly speed of 50’.
Cunning Action
Use bonus action to Dash, Disengage, or Hide on your turn.
Darkvision (60 feet)
You may see in darkness up to 60’.
Extra Attack
You can make an extra attack when you take the Attack action.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fey Step (1/short rest)
You can cast the Misty Step spell once per short rest.
Gloves of Thievery
Gives + 5 to Dexterity (Sleight of Hand or Thieves’ Tools) checks to pick locks. Invisible while worn.
Mage Hand Legerdemain
When you cast Mage Hand, you can make the spectral hand invisible, and you can perform additional tasks with it. You can stow or retrieve an object, you can use thieves’ tools to pick locks and disarm traps at range. You can perform tasks without being noticed if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Maraewiel is a magic rapier of power (a staff of power that was transformed by a True Polymorph spell). See specific details above.
Sneak Attack + 2d6
Finesse or ranged weapons deal extra damage when you have advantage or an adjacent ally.
Song of Defense
When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to 5x the spell slot’s level.
Stuffed Bear
While holding this elegant stuffed bear, you are immune to the frightened condition. If the bear is stowed away but still in your possession, you have advantage on saving throws against being frightened.
Thieves’ Cant
Secretly pass messages in conversation, read thieves’ signs and symbols.
Meditate for 4 hours a day, gain benefits of 8 hours of sleep.
SPELLS (Rogue)
Spell Attack: + 10
Spell Save DC: 16
Mage Hand, Mending, Prestidigitation
1st Level
Feather Fall, Mage Armor, Shield
SPELLS (Wizard)
Spell Attack: + 10
Spell Save DC: 16
Booming Blade, Fire Bolt, Green-Flame Blade, Light, Ray of Frost
1st Level (4)
Fog Cloud, Longstrider, Magic Missile, Shield
2nd Level (3)
Enlarge/Reduce, Invisibility, Misty Step
3rd Level (3)
Counterspell, Haste, Lightning Bolt
4th Level (2)
Evard’s Black Tentacles, Polymorph
5th Level (1)
Arcane Hand
1st Level
Comprehend Languages, Detect Magic, Disguise Self, Feather Fall, Find Familiar, Fog Cloud, Ice Knife, Identify, Longstrider, Mage Armor, Magic Missile, Shield
2nd Level
Alter Self, Arcane Lock, Continual Flame, Darkness, Enlarge/Reduce, Invisibility, Knock, Levitate, Locate Object, Mirror Image, Misty Step
3rd Level
Counterspell, Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Remove Curse, Tiny Hut
4th Level
Dimension Door, Evard’s Black Tentacles, Faithful Hound, Fire Shield, Greater Invisibility, Mage’s Private Sanctum, Polymorph, Vitriolic Sphere
5th Level
Cone of Cold, Contact Other Plane, Immolation, Passwall
6th Level
Chain Lightning, Contingency, Globe of Invulnerability, Sunbeam
Personality Traits
Fashions – “I follow the latest trends and fashions and go to great lengths to always look my best.”
Regal – “You only have to look at me to understand that I am a cut above the unwashed peasants.”
Noble Obligation – “I have a responsibility to care for and protect those beneath me.”
Hero – “I am considered a hero of the people amongst the common folk.”
Revolve – “The world does indeed revolve around me.”
Position of Privilege – Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.



Female Tressym
CN Tiny Celestial Familiar
AC: 12
Hit Points: 5
Speed: 40, Climb 30, Fly 40
3 ( – 4 ) 15 ( + 2 ) 10 ( 0 ) 11 ( 0 ) 12 ( + 1 ) 12 ( + 1 )
Skills: Perception + 5, Stealth + 4
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision (60 feet), Passive Perception 15 (20 scent)
Languages: Understands common, but can’t speak
Challenge: 0
Detect Invisibility: Within 60 feet of the Tressym, magical invisibility fails to conceal anything from the Tressym’s sight.
Keen Smell: The Tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense: A Tressym can detect whether a substance is poisonous by taste, touch, or smell.
Claws: Melee Weapon Attack: + 0 to hit, reach 5 ft., one target, Hit: 1 slashing damage.
Kali is a black tressym, a mischievous winged cat as big as a normal house cat, with a wingspan of 3 feet.
Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.
Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don’t, however, attack nestlings or despoil eggs.
Tressym mate with others of their kind, but they don’t mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.
Tressym have good memories, particularly when it comes to danger. They can even remember an individual that has harmed it for the rest of its life.

Sylara is a powerful mage, cunning rogue, and is the head of her newly reappointed noble family – the Darkwillows.

Sylara and her sister Syliir were born to the north, in the Mierani Forest. The Darkwillows had an estate and lands, and were influential in local politics. While Syliir took after their dark-hued father, Sylara had the surface features of their mother, and her knack for the arcane. Life was good for the two girls, but then tragedy struck.

One night, the estate was set upon by a small force of bandits. They were well-organized and skilled, and quickly overcame the guards. Sylara’s mother locked the girls and herself in the master bedroom and began using her considerable talents to fend off the attackers. There was a great deal of flashing lights, explosions, and screaming. She remembers flashes of dark, twisted faces, some very animalistic.

When it was over and everything was deathly quiet, the girls came out of hiding into a terrible scene. Their mother lay dead, her body almost torn apart. The rest of the household staff and guards were also killed in a vicious manner.

Later, it was found that the family sword had somehow been taken. It had powerful magical wards upon it, so the bandits must have had a mage among their ranks. Also missing was the amulet their mother had worn. It too had been an item of some power. The rest of the wealth of the house, both obvious and secured, was untouched. The invaders had evidently been after only the two items.

The girls were taken in by friends of the family until their father returned. He arranged for the girls to live with family in Magnimar. He went with them and lived with them for a short while, but he left soon after, having heard of a lead on the whereabouts of the attackers. Before he left, he arranged for the girls to continue the training they had started. Syliir was to be sent to a school in far off Tien, while Sylara was to follow in her mother’s footsteps and be sent to a bladesinger school in southern Qadira.

Due to the complications of Varisian and elven politics, and also for their safety, the girls had to give up the Darkwillow name. This was an especially sore topic for Syliir, who was ever the serious brooding one. Both girls set out for their schooling that spring. As Sylara watched the ship carrying her sister sail away, she shrugged off a slight chill and a fleeting worry that they would never see each other again.

Years later, Sylara had become one of the most skilled bladesingers in recent memory. Upon her return to her home in Magnimar, she became involved with the courts and began the arduous process of restoring her family name. With the help of certain members of the Mages Guild (and some from the Thieves Guild), she had pulled enough strings and the reluctant bureaucrats eventually ran out of excuses as to why it shouldn’t be so.

Recently, Sylara has heard rumors of a female drow in the company of some adventurers that had recently saved Sandpoint from monster attacks, including a dragon. The stories of this drow woman sounded like they could be Syliir. Sylara had to find out, so she set off to Sandpoint, hopeful of a reunion.

Sylara Darkwillow

Legends of Thassilon kerkuta MichaelPerry