| STRENGTH | DEXTERITY | CONSTITUTION | INTELLIGENCE | WISDOM | CHARISMA |
| 8 | 16 | 14 | 16 | 26 | 16 |
(-1) | (+3) | (+2) | (+3) | (+8) | (+3) |
Damage Resistances: Poison
Damage Immunities:
Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition, and magic cannot put you to sleep.
Keen Senses. You have proficiency in the Perception skill.
Resist Affliction. Bosmer are more resilient against poison and disease effects, gaining advantage on saving throws against being poisoned or diseased. They also have resistance against poison damage.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
The Mage. You were born under the Birthsign of The Mage and gain the following benefits:
- Your Intelligence or Wisdom score increases by 1, to a maximum of 20.
- You gain advantage on Constitution saving throws to maintain concentration on a spell.
- Additionally, you learn one cantrip and one 1st level spell of your choice from the wizard spell list. Your class's spellcasting modifier is your modifier for these spells. If you can cast spells, they are added to your spell list for you.
- You can cast the 1st level spell once without expending a spell slot each day, regaining the ability to do so again at the next dawn.
Druid. Valaya knows all Druid Class Features, and has access to the Class Features of the Circle of Dreams, listed below
- Wild Shape
- Wild Companion
- Timeless Body
- Beast Spells
- Archdruid
- Balm of the Summer Court
- Hearth of Moonlight and Shadow
- Hidden Paths
- Walker in Dreams*
Spellcasting. Wisdom is Valaya's spellcasting ability for her Druid spells, since her magic draws upon her devotion and attunement to nature. She uses her Wisdom whenever a spell refers to her spellcasting ability. In addition, she uses her Wisdom modifier to set her saving throw DC (22) for any Druid spell she casts and when making an attack roll (+14) with one. As a high-level Druid, she can prepare 28 spells for use in a day, but she knows all of the following spells:
- Cantrips (at will): Druidcraft, Elementalism, Guidance, Infestation, Mage Hand, Primal Savagery, Thaumaturgy, Thorn Whip
- 1st Level (4 slots): Absorb Elements, Alarm, Animal Friendship, Beast Bond, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison & Disease, Earth Tremor, Entangle, Faerie Fire, Feather Fall, Fog Cloud, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Protection from Good & Evil, Purify Food & Drink, Snare, Speak with Animals, Thunderwave
- 2nd Level (3 slots): Aid, Air Bubble, Animal Messenger, Augury, Barkskin, Beast Senses, Continual Flame, Darkvision, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Healing Spirit, Heat Metal, Hold Person, Lesser Restoration, Location Animals or Plants, Locate Object, Magic Weapon, Misty Step, Moonbeam, Pass Without A Trace, Protection from Poison, Silence, Skywrite, Spike Growth, Summon Beast, Warding Wind, Wither & Bloom
- 3rd Level (3 slots): Aura of Vitality, Call Lightning, Conjure Animals, Create Food & Water, Daylight, Dispel Magic, Elemental Weapon, Erupting Earth, Feign Death, Mass Healing Word, Meld into Stone, Nondetection, Plant Growth, Protection from Energy, Revivify, Sleet Storm, Speak with Plants, Summon Fey, Tidal Wave, Wall of Water, Water Breathing, Water Walk, Wind Wall
- 4th Level (3 slots): Aura of Life, Blight, Charm Monster, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Death Ward, Divination, Dominate Beast, Elemental Bane, Fabricate, Fire Shield, Fount of Moonlight, Freedom of Movement, Giant Insect, Grasping Vine, Guardian of Nature, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Ride the Lightning, Stone Shape, Stoneskin, Summon Elemental, Wall of Fire, Watery Sphere
- 5th Level (3 slots): Antilife Shell, Awaken, Commune with Nature, Cone of Cold, Conjure Elemental, Contagion, Dream, Geas, Greater Restoration, Insect Plague, Maelstrom, Mass Cure Wounds, Mooncloak, Planar Binding, Reincarnate, Scrying, Summon Draconic Spirit, Transmute Rock, Teleportation Circle*, Tree Stride, Wall of Stone, Wrath of Nature
- 6th Level 2 slots): Bones of the Earth, Conjure Fey, Druid Grove, Effulgent Spheres, Find the Path, Flesh to Stone, Heal, Heroe's Feast, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth, Primordial Ward, Sunbeam, Transport via Plants, Trueseeing, Wall of Thorns, Wind Walk
- 7th Level (2 slots): Draconic Transformation, Dream of the Blue Veil, Fire Storm, Mirage Arcane, Plane Shift, Resurrection, Regenerate, Reverse Gravity, Simulacrum, Symbol, Whirlwind
- 8th Level (1 slot): Animal Shapes, Antipathy/Sympathy, Befuddlement, Control Weather, Earthquake, Incendiary Cloud, Sunburst, Tsunami
- 9th Level (1 slot): Foresight, Invulnerability, Mass Heal, Shapechange, Storm of Vengeance, True Resurrection
- 10th Level (1 slot): Living Elements
- 11th Level (1 slot): Verdigris Tsunami
Wound Closure: Whenever you are brought to 0 HP and are put into position to make death-saving throws, you instead stabilize and remain unconscious for 1d4 hours. Healing will bring you back to consciousness.
Beyond the Limits: Increase the current amount of any one Ability Score of choice by 4, as well as its maximum score.
Staff of Four Seasons. Melee Weapon Attack: +5, Reach 5 ft., Single Target. Hit: 2 (1d6-1) bludgeoning damage
Magical Item, see Staff of Four Seasons.
Healer. Valaya is an able physician.
When she uses a Healer's Kit, to stabilize a creature, the creature regains 1 HP.
Valaya may also use a Healer's Kit on her action to restore 1d6+4 plus her target's HD in HP. The target cannot regain HP in this fashion again until they finish a short or long rest.
Bonus Actions:
Balm of the Summer Court (24/24). Valaya can choose one creature she can see within 120 feet of herself and spend a number of dice, which are d6s, to use to heal her target. The target regains as much as is rolled on the dice. She can only use up to half of the available dice in one use of this feature at a time. She regains all expended dice when she finishes a long rest.
Hidden Paths (8/8). As a bonus action, Valaya can teleport up to 60 feet away, to an unoccupied space she can see. As an action, she can use this ability to transport another creature instead of herself. Valaya can use this feature a number of times equal to her Wisdom modifier, regaining all expended uses after a long rest.
Reactions:
Legendary Actions:
Mythic Actions:
(* Walker in Dreams grants the use of Teleportation Circle in a limited fashion. Valaya cannot otherwise use Teleportation Circle normally.)