Perri Elastime's Page


Backstory here.


Description here.

Perri Elastime

Medium humanoid (high elf), chaotic good
Armor Class 15 (Studded Leather)
Hit Points 46 (5d6 + 2d8 + 14)
Speed 30 ft.
8 (-1) 16 (+3) 14 (+2) 23 (+6) 10 (+0) 10 (+0)

Saving Throws INT +9, WIS +3
Skills Alchemy +9, Arcana +12, Insight +3, Investigation +12, Nature +9, Perception +3, Performance +3, Stealth +6, Thieves' Tools +6
Senses Passive Perception 13, Passive Investigation 22, Passive Insight 13
Languages Almebezbik, Elvish, Halfling, Sylvan, Thieves' Cant

Fey Ancestry. Perri has advantage on saving throws against being charmed and magic cannot put her to sleep.

Trance. Perri doesn't need to sleep but meditate semi-consciously for 4 hours a day. While meditating, she can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.

Arcane Recovery. Once per day when Perri finishes a short rest, she can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Bladesong (Thrice per short rest). Perri can use a bonus action to start a Bladesong, which lasts for 1 minute and grants her the following benefits:

  • She gains a +6 bonus to her AC
  • Her walking speed increases by 10 ft.
  • She has advantage on Acrobatics checks
  • She gains a +6 bonus to any CON saving throw she makes to maintain your concentration on a spell
It ends early if she becomes incapacitated, if she dons medium or heavy armor or a shield, or if she uses two hands to make an attack with a weapon. She can also dismiss the Bladesong at any time she chooses (no action required).

Sneak Attack (1/turn). Perri deals an extra 3 (1d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Kindred Spirit. Even though Perri may not be of actual Fey blood or racial stock, all Fey she encounters will recognize her as Feytouched and treat her as one of their own. She knows the customs and culture of Fey society and finds acceptance in their communities. Feytouched that leave the Feywild will automatically succeed on any saving throws needed to retain their memories of their stay in the Feywild but such memories can be jumbled or a little hazy and contribute to their overall eccentric behaviors.

Spellcasting. Perri is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, green-flame blade, minor illusion, sword burst, true strike

1st level (4 slots): absorb elements, alarm, detect magic, magic missile, protection from good and evil, shield, sleep, Tenser's floating disk, witch bolt

2nd level (3 slots): blur, mirror image, misty step, shadow blade

3rd level (2 slots): hypnotic pattern

Innate Spellcasting. Perri's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components:

1/day: misty step


Dulguachared (Rapier of Warning). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage [plus 4 (1d8) fire damage for green-flame blade].

Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.


all wizard cantrips, absorb elements, alarm, expeditious retreat, magic missile, shield, sleep, detect magic, witch bolt, blur, scorching ray, mirror image, shadow blade, feather fall, protection from evil and good, Tenser's floating disk, earthbind, invisibility, misty step, counterspell, hypnotic pattern

The Orb of Good

This 6-inch sphere is made of the purest crystal, encased in a filigree cage of polished mithral laurel leaves.

A good wielder can turn undead (Wisdom save DC 20), destroying undead of CR 4 or lower, three times per short rest.

While in a good character's possession, it confers a +4 enhancement bonus to Intelligence (to a maximum of 24).

Further, the orb can be used to scry like a crystal ball. Thus, while touching it, you can cast the scrying spell (Wisdom save DC 20) with the added ability to detect thoughts. You can use an action to cast the detect thoughts spell (Wisdom save DC 20) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

Once per day, the orb can be used to cast the heal spell (as if cast using a 9th-level spell slot—100 hit points) by touch.

Spellcasting. The orb's spellcasting ability is Intelligence. The following spells can be cast from it. After you cast each spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn:

1/day: calm emotions, haste, globe of invulnerability