Eliran is a dark-haired elven mage from the great northern continent, travelling as part of Fayett’s close escort.
Where her travelling companion Kanzar carries the unmistakable presence of a weapon waiting to be unleashed, Eliran is quieter and more watchful, rarely drawing attention to herself unless circumstances demand it.
She has the contained stillness of someone accustomed to danger. Her eyes are almost always moving — doors, windows, rooftops, unfamiliar hands — and she has a habit of placing herself where she can reach Fayett quickly without appearing obviously protective. Those with military experience may recognise the behaviour for what it is long before she ever casts a spell.
Eliran
Medium Humanoid (Elf, Wizard: Level 10), Lawful Neutral
Hit Points: 68
Speed: 30ft.
12 (+1)
18 (+4)
14 (+2)
18 (+4)
14 (+2)
12 (+1)
Skills: Acrobatics +8, Arcana +8, Insight +6, Investigation +8, Perception +6, Athletics +5
Damage Resistances: —
Condition Immunities: —
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common, Elvish, Trallian
Challenge: 9 Prof Bonus: +4
Actions
Longsword. +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) if wielded with two hands.
Shocking Grasp. +8 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage, and the target cannot take reactions until the start of its next turn.
Fire Bolt. +8 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
Features
Protective Combat Training. Eliran is trained to fight from within the front line rather than behind it, using defensive magic, movement and close-range spells to protect nearby allies.
Arcane Ward. Eliran can maintain a magical ward with hit points equal to twice her wizard level plus her Intelligence modifier. Casting abjuration spells restores strength to the ward.
Projected Ward. As a reaction, Eliran can have her Arcane Ward absorb damage dealt to a creature she can see within 30 ft.
War Caster. Eliran has advantage on Constitution saving throws made to maintain concentration and can perform somatic components while holding a weapon.
Mobile Defence. Eliran uses Misty Step, Shield and close-range magic to reposition quickly between threatened allies and attacking enemies.
Arcane Recovery. Once per day after a short rest, Eliran can recover expended spell slots with a combined level of up to 5.
Spellcasting
Eliran is a 10th-level spellcaster (spell save DC 16, +8 to hit with spell attacks). Spell slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2).
Cantrips: Blade Ward, Fire Bolt, Mage Hand, Shocking Grasp, Sword Burst
1st level: Absorb Elements, Mage Armor, Magic Missile, Shield
2nd level: Blur, Mirror Image, Misty Step, Warding Wind
3rd level: Counterspell, Dispel Magic, Haste, Protection from Energy
4th level: Fire Shield, Greater Invisibility, Stoneskin
5th level: Bigby’s Hand, Steel Wind Strike, Wall of Force
Battlefield Tactics
Hold the Line. Eliran prefers to remain close to whoever she is protecting, intercepting attacks with her ward and forcing enemies to deal with her before they can reach more vulnerable allies.
Close-Quarters Mage. She combines Shocking Grasp, Steel Wind Strike, Misty Step and swordplay to move aggressively through crowded combat rather than remaining at range.
Protective Priority. Eliran will often spend a reaction or spell slot preventing damage to an ally even when doing so leaves her with fewer resources for attacking on her own turn.
Equipment
Longsword, Spellbook, Component pouch, Reinforced travelling robes, Military cloak, Signet brooch, Officer’s papers, Backpack, Bedroll, Rations (5 days), Waterskin
Eliran’s magic reflects the same instinct. She is most comfortable close to the people she is protecting, using wards, shields and sudden bursts of movement rather than standing safely at the rear of a fight. She carries a sword and knows how to use it, seamlessly combining steel and magic when opponents come within reach.
Away from danger, Eliran is considerably warmer than her professional manner first suggests. She is observant, dryly humorous and curious about Aranthaes, particularly the ease with which so many different peoples seem to coexist within the city.
She listens more readily than she speaks and has little interest in impressing anyone with either her rank or abilities.
Her loyalty to Fayett is obvious, although it does not have the impersonal quality of an ordinary military assignment.
Eliran watches her charge with something closer to affection than obedience and occasionally allows herself the smallest look of amusement when Fayett ignores advice she was plainly expected to follow.
Adventurers who earn Eliran’s confidence will find her pragmatic and refreshingly straightforward.
She dislikes unnecessary violence, but there is nothing hesitant about her when violence becomes necessary.
Anyone mistaking her protective instincts for softness is likely to discover the difference very quickly.