Ezmerelda D'Avenir

by JPBergeron

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Ezmerelda d'Avenir

Roleplaying Information

Resonance.

Ezmerelda should inspire amusement for her irreverent sense of humor, gratitude for her cool competence, endearment for her fiery spirit in the face of adversity, and sympathy for her complicated feelings regarding Dr. Rudolph van Richten.

Emotions.

Ezmerelda most often feels determined, thoughtful, skeptical, proud, enthusiastic, angry, amused, wary, or cautious.

Motivations.

Ezmerelda wants to save innocents from things that go "bump!" in the night, escape her parents' dark legacy, and prove herself as capable a vampire hunter as Dr. Van Richten.

Inspirations.

The Tenth Doctor (Doctor Who), Captain Jack Harkness (Doctor Who), Buffy Summers (Buffy the Vampire Slayer), Malcolm Reynolds (Firefly)

Character Information

Persona.

To the world, Ezmerelda is a cool, suave, professional monster hunter. To those she trusts, Ezmerelda is a fiery, wise-cracking, and eternally loyal friend. Deep down, Ezmerelda wonders if Dr. Van Richten thought she wasn't good enough—or if her family's crimes against him are enough to stain her legacy forever.

Morale.

In a fight, Ezmerelda would move swiftly and tactically to secure an insurmountable advantage, then strike when the moment was right.

Relationships.

Ezmerelda is the former student of Dr. Rudolph van Richten, and the daughter of the d'Avenirs who kidnapped and sold his son, Erasmus, to the vampire Baron Metus.

Notes

   
   
   
   
   
   
   
   
   
   
   
   

Inventory

   
   
   
   
   
   
   
   
   
   

Spells

Cordon of Arrows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (four or more arrows or bolts)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

Darkvision

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Longstrider

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Magic Circle

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
  • Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Snare

1st-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (25 feet of rope, which the spell consumes)
  • Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Zephyr Strike

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.



Ezmerelda d'Avenir

Medium humanoid (human), chaotic good


  • Armor Class 17 (+1 studded leather armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 16 (+3) 11 (+0) 17 (+3)

  • Saving Throws Wis +2
  • Skills Acrobatics +6, Arcana +5, Deception +7, Medicine +2, Perception +4, Performance +5, Stealth +6, Survival +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge Rating 4
  • Proficiency Bonus +2

  • Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, three wooden stakes, twelve silvered crossbow bolts, and a runeguard stone (see below).

  • Spellcasting. Ezmerelda is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). Ezmerelda has the following ranger spells prepared:

  • — 1st level (O - O - O - O): Longstrider, Snare, Zephyr Strike

  • — 2nd level (O - O): Darkvision, Cordon of Arrows

  • Runeguard Stone (1/day) Ezmerelda possesses a runeguard stone. While holding the stone, she can cast the Magic Circle spell with only a verbal component. (The spell retains its usual casting time.)

  • Scroll Adept. Ezmerelda can cast spells from spell scrolls as if they were ranger spells.


Actions

Multiattack. Ezmerelda makes three melee attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. She can replace two attacks with an attack made with her hand crossbow.

Rapier +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Handaxe +1. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Silvered Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If she has a silvered crossbow bolt remaining, Ezmerelda can choose to use it instead of an ordinary crossbow bolt when firing.

Cast Spell. Ezmerelda casts Longstrider, Darkvision or Cordon of Arrows.


Bonus Actions

Cast Spell. Ezmerelda casts Zephyr Strike.

 

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