Queen Telandia

Drusilla Orizorwyn's page

395 posts. Alias of Critzible.

Full Name

Drusilla Orizorwyn


High Elf |Wizard 5th|CG|HP:30/35HD:6d6+2|AC:13/16(MA16/19)|Init:+3|S-1 D+3 C+2 I+6 W+3 Ch+0|SpAtt+6 DC14|BladeSong 3/3|1st-3/4 2nd-3/3-3rd-3/3

Strength 8
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 10
Charisma 10

About Drusilla Orizorwyn

Elf Wizard 4th Bladesinger
Medium Humanoid(Elf,High) CG
Hgt.6’1” Wgt. Age: 155
Init: Perception 13
Armor: [Mage Armor]
AC: 13[16 w/Mage Armor] [Shield 21]
Bladesong AC:17 [Mage Armor 20][Shield 23/25]
Scimitar +6 1d6+3 Slashing finesse
Dagger +6 1d4+3 Piercing 20/60ft light finesse
Dagger +6 1d4+3 Piercing 20/60ft light finesse

Str:8 Dex:16 Con:14 Int:19 Wis:10 Cha:10
Proficiency Bonus:+3
Saving Throws: Str-1 Dex+3 Con+2 Int+7 Wis+3 Cha+0


Animal Handling +0
Deception -1
Slieght of Hand+3
Language: Common,Elven, Draconic,Saughain


PP: GP:163 SP:6 CP:8
ishing Tackle,a Net, Drusillas’ Favorite fishing Lure which is a colorful Coral Shark, a set of faded green, yellow, and blue shades of Traveler’s clothes,Belt pouch containing 10gp. An elven component pouch of soft doe skin with green ivy leather embroidery, a Spellbook made outta wood and leather with soft vellum pages, it is nice and well taken care of. Explorers’ Pack: Backpack,Bedroll,a mess kit, a tinderbox,10 torches,10 days rations[ fish jerky], Waterskin, 50 feet of Hemp Rope. Sanbalets Spell Book: Charm Person, Color Spray, Magic Missile,Silent Image,Magic Mouth, Sorching Ray
Oilskin Coat with translucent green silk fringe
Alchemists Spell Book: Dancing Lights,Comprehend Languages, Tensers' FLoating Disc, Shatter
Deck Wizard Spellbook:disguise self, fog cloud, mage armor, witch bolt, gust of wind, Melf's acid arrow, misty step.

Enduring Spellbook
Wondrous item, common

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

CLoak of the Manta Ray
Wondrous item, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Headband of Intellect
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Notes: Set: Intelligence Score, Buff, Headwear


War Caster:
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Ritual Casting:
-Can learn a number of spells to cast as a ritual. It is recorded in a ritual book and thus allows you to use it to cast the spell with no issue.

Racial Traits:

Ability Score Increase: Your Dexterity score increases by 2. As a High Elf your Intelligence score increases by 1.
Age: ALthough elves reach physical maturity at the same rate as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment: Elves love freedom, variety, and self-expression, so they lean strongly towards the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and are good more often than not.
Size: Medium
Speed: Your walking speed is 30 feet.
Darkvision:Accustomed to Twilight forests and the night sky, elves have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry:You have advantage on saving throws against being charmed, and magic can’t put me to sleep
Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-concious, for 4 hours a day. The Common word for this meditation is ‘trance’ While meditating, you dream after a fashion,such as dreams are actually mental exercises that have become reflexive after years of Practice. After resting in this way,you gain the same benefit as a human would from 8 hours of Sleep.
Keen Senses: You have proficiency in the Perception skill.
Cantrip: You know one cantrip of your Choice [Mind Sliver] from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training: You have Proficiency with the Longsword,Shortsword,Longbow and Shortbow
Extra Language: Drusilla can read, speak and write a Bonus Language [Draconic]
Languages: You can speak,read, and write Common and Elven.


Skill Proficiencies
History, Survival
Languages:As a Fisher man you gain one extra language which Drusilla learned to speak Sauhagin
Tool Proficiencies
Gear:Fishing Tackle,a Net, Drusillas’ Favorite fishing Lure which is a colorful Coral Shark, a set of faded green, yellow, and blue shades of Traveler’s clothes,Belt pouch containing 10gp. An elven component pouch of soft doe skin with green ivy leather embroidery, a Spellbook made outta wood and leather with soft vellum pages, it is nice and well taken care of. Explorers’ Pack: Backpack,Bedroll,a mess kit, a tinderbox,10 torches,10 days rations[ fish jerky], Waterskin, 50 feet of Hemp Rope.

Harvest the Water: you gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Fishing Tale: you can tell a compelling tale whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At your DMs discretion a number of those listeners become friendly towards you, this is not a magical effect, and continued amicability on thier part depends on your actions.
Tale #1 Vhykssalxirr the Blue: A Gaint Clam with the biggest pearl Drusilla had ever seen. The Clam earned her enmity when it took her pinky on her right hand. She managed to swim away before it took her hand. She vows to find Vhykssalxirr again and get her revenge.
Tale #2 Ellysaria “Coral” Vylxorrin: A Sea Elven woman who seemed to fancy Drusilla some years back. Ellysaria or Coral as she liked to be called was one to come and converse with Drusilla at a small secluded shoal. The two hit it off and exchanged gifts and taught each other languages. What Drusilla didn’t know was “Coral” was actually a Sauhagin Mutant. Though the two did connect, Ellysaria showed her true colors and Drusilla had to make a tough decision. She told the woman to leave and never come back, or she would have to do something she regretted. When Coral fought to take her, Dru used her magic to keep the other woman back. Both were wounded but also made a promise to never see each other again, but also to never betray the connection they had either. Gifts were exchanged, A colorful Coral Shark was Corals gift to Dru, and Dru gave Coral her signet ring form her homeland. The one with the crest of her order.
-Both are true. However she exaggerates on the Calm, and tends to leave out details of her and Corals’ relationship. She often calls Coral a Sea Elf who whorships some Sea Demon., or even a Sea Demon in Disguise.

I work hard; nature offers no handouts.
Ideals: Camaraderie. Good people make even the longest voyage bearable. (Good)
Bonds: The gods saved me during a terrible storm, and I will honor their gift.
Flaw: I am inclined to tell long-winded stories at inopportune times.


-Cantrips- 1st-
Cantrips: Mind Sliver*,Fire Bolt, Green Flame Blade ,Blade Ward,Booming Blade

1st- Detect Magic, Identify, Magic Missile, Mage Armor, Thunderwave, Tensers’ Floating Disc, Tasha's Caustic Brew, Shield, Charm Person, Magic Mouth, Comprehend Languages, Color Spray, Disguise Self, Witch Bolt, Fog Cloud, FInd Familiar*, Grease

2nd-Shatter*, Scorching Ray*, Mind Spike, Tasha's Mind WHip, Melf's Acid Arrow, Misty Step, Gust of Wind, Ait Bubble, Shadow Blade, Invisibility

3rd:COunterspell,Dispel Magic, Melf's Minute Meteors, Galdar's Tower,Leomunds Tiny Hut,Haste

Spells Currently Prepared: Detect Magic, Tashas' Mind Whip,Magic Missile, Mage Armor, Shield,Shadow Blade , Melf's Minute Meteor,Tasha's Caustic Brew, COunterspell,Identify
Ritual Spells”: Detect magic, Identify, Tensers’ Floating Disc, Comprehend Languages, Magic Mouth, Find Familiar,Leomunds Tiny Hut

Class Traits:

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC= 15[8 + your proficiency bonus + your Intelligence modifier]
Spell attack modifier= +7[your proficiency bonus + your Intelligence modifier]

Ritual Casting: You may cast any wizard spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast but does not require you to expend a spell slot.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

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 of 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 of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.


Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack:
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Drusilla grew up in a remote land known as the Lendore isle. Drusilla was the third daughter in a minor noble house. She was trained and tested by the grand theocracy, but her aptitude for divine magic was nonexistent. So instead they had her tested for other aptitudes it was found out that she was capable of greater feats of dexterity, strength, and stamina than her peers as well as an intellect that made many of the teachers want her as an apprentice. In the end, the Bladesingers of Lendore snatched her up.

From there she became a student learning the many forms and songs of the long tradition of Elven battlemagics. Drusilla grew in her studies becoming a star pupil. This lead to her being chosen by Ivsava Xochpillac a strange elf wizard and bladesinger known as the Evoker. They began to teach Dru a variety of spells and techniques. Eventually, this lead to them leaving Lendore and covering the land until they found themselves in Keoland.

It was this journey that would change her life forever. In fact, Saltmarsh is near where Ivsana wanted to go. Apparently there were some ruins nearby that held an arcane secret. Drusilla wasn't privy to what exactly but she went along as a dutiful apprentice. Unfortunately outside the city near the Standing Stones, Ivsana cast their spell. This spell, unfortunately, caused an explosion consuming Ivsana and launching Drusilla into the sea.

Drusilla eventually ended up on shore and was found by the sailors near the shore. She was taken to the Temple of Procan and healed her as best as they could. Drusilla took 5 years to recover. Her body was now weak and her body partially scarred and her memories fuzzy the elf maiden took her time and eventually got healed enough to begin to care for herself.

So for the next 40 years she has lived in Saltmarsh as a skilled fishman. Drusilla sold most of her original gear to establish herself as a fisherman by trade. She has lived modestly over the years working for the Oweland Fishing company. While working for them she has learned a lot about Saltmarsh and the sea around the area.

It was during this time she fell in love with a Saughain Mutant she knew as Coral. Who gave her her favorite Shark Lure. This was over a period of six years before the truth came out and then inevitably Dru and Coral had fought not only for their respective communities but also their ideologies. This lead to Drusilla making the hard choice of telling Coral to leave and never return or she would have to do the unthinkable and possibly Kill her Lover.

She would later lose a finger to a strange and gigantic Clam with the Pearl the size of a human head. She would have had the pearl but the damned clam took her right pinky instead. It was a harrowing fight but she left alive. Though many don't fully believe the size of the pearl or the clam she did see it and wants revenge for her finger.

Despite these two events the wizard seems to just fish and mend the ships even into the evening as she is early to rise and late to bed. When not on a boat she is often at the tavewrn drinking the Claw Wine and enjoying the many sailors and fishermen as well as the fishwives who frequent the place.

At the Snapping Line, Drusilla often sits at the bar and talks with Hanna Risa, often intermittently and with a bit of awkwardness. The Older elven woman has sort of a crush on the young human woman. Still she tends to stay at the bar and help out now and then. Drusilla also keeps a room here at the Snapping Line were she also does a few odd jobs cleaning and mending with her spells. Until recently she hadn't thought about adventuring anymore until her boss at Oweland relayed a message from Eda asking Drusilla to look into the Haunted House with a few other adventurers. Drusilla felt obligated to pressure this avenue as well as show not only the Oweland family and Saltmarsh but herself that she could still face danger with just her wits and magic. At least she Prayed to The Four Gods of the Sea she could!

Drusilla is a tall elf up to six-foot one-inch height, she is not as lithe as most elves with some extra fat, but she seemed to have more firmed-up muscle mass once. Drusilla is 155 years young with her weight in the 130-pound range, which is from her rich diet and consumption of alcohol.

Drusilla is scarred over her hands, Chest, stomach, thighs, and arms. These are from the incident decades ago. They are nearly gone but with her sunkissed skin, you can see a strange change in color showing a clear difference. The formerly scarred skin turns a lighter tan than the rest of her skin. Something she is a bit conscientious of. Still she often during the hotter months tend to bear more of her flesh to the sun. This is often thin sleeveless shirts and canvas pants while forgoing shoes and heavier clothes. The tan fades in the fall and winter, but never fully fades.

Drusilla has luxurious platinum blonde hair but has kept it short for over thirty years. The cut is considered boyish, with it loose and free. She did this after several run-ins with her hair getting tangled when trying to fish with a long line, or when manning nets. If need be she'll wear a straw woven hat and a scarf when needed. Still, a lot of people have mistaken her for a young man until they hear her voice and actually get a good look at her. Even though she keeps it short she seems to not mind.

Unlike other High Elves she has emerald green eyes that seem to shimmer with a strange luster. Though she is often happy and proud of her now humble life the energy behind those eyes often yearn for more. This can be seen when she tells her fishing stories and in her efforts to try {And fail} to court the woman or man who has her eye! Occassionaly she can be heard speaking a weird form of Elvish which seems similar to a chant style canter.

As for Drusillas' sense of fashion, she tends to while working on the many ships or just heading out to find a nice spot in her simple row boat, are oiled canvas pants, sandals and a thin shirt. Often with her straw woven hat and a scarf. If Drusilla has to be more clothed she puts on a fairly old but sturdy pair of traveling clothes cut in what many call an 'Elven' Style. She has a long riding skirt, a long cloak, a jacket to cover the bodice and blouse as well as gloves a scarf, and a pointed brimmed hat. These garments are faded but not frayed or torn. Blues, Greens, Browns and a myriad of minor bright colors pop up throughout the outfit as it has ivy and flower embroidery in places. To a trained eye, they can see a multitude of pouches and buckles as well as a cut that suggests armor and a larger weapon. THe strange thing is though until today she hasn't been seen in the outfit for over a decade!


Drusilla and Eda Oweland have a long history as it was the Oweland family that took her in and helped teach her how to fish. Since then she has been a good friend and ally to the family. She has even known Eda since she was a child. Drusilla respects Eda, but is not afraid to tell her off should she believe the woman is being to full of herself, or is being too stubborn.

Drusilla can and will call upon the Oweland families aid when the season is bad but try not to do it too much. Thankfully she hasn't had to do it too often in the past 20 years.

Drusilla loves the Snapping Line, she prefers to stay in a simple room. However she is also seen frequently at the bar chatting up Hanna, and Hanna often has Dru use her minor magics to help her out. This is because Drusilla wants to get to know the young human woman a bit more than just as a friend. However Drusilla isn't sure about how to approach a human or what would be considered a relationship for a shorter lived race. Still something about the Tavern Owner just screams joy and excitement that has gotten her soul excited to see more of Hanna Risa.

Eda Oweland and her family are the informal leaders of the fishing industry in Saltmarsh. You can always count on the Owelands for minor aid and can gain access to Eda if the need is obvious and imminent.
More details of a key NPC ally:

Eda Oweland (female human) is the current senior member of the town council, as well as the owner of three large fishing boats. She has lived in Saltmarsh all her life and has been elected to the council three times. She is a gruff, pragmatic woman whose graying hair is cut short and whose face bears the marks of a life lived outdoors. Eda is keenly interested in expanding Saltmarsh's fishing industry, her sights set on a wild section of the coast where she hopes to build a new dock. She is suspicious of the dwarves' mining enterprise and doubts it will amount to much.
Personality Traits. Eda swears like a sailor when she is frustrated or angry, and the folk in town who support her appreciate her willingness to stick up for them. Despite her temper, she respects those who keep their cool. Anyone who stands up to her wins her respect. Those who try to flatter her earn her contempt.
Ideal. If anyone in town needs help, Eda is the first to volunteer. She believes community binds people together and allows them to ride out the fiercest storm.
Bond. Saltmarsh is Eda's home. She would protect it to her dying breath and wants its people to prosper.
Flaw. Eda is suspicious of outsiders, and she is too quick to trust those familiar to her.

More details of key locations:
13. The Snapping Line. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship's cabins. The smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night. The Snapping Line is run by a young woman named Hanna Rist (female human), who comes from a family of well-known lobster catchers. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.