A noble born who prefers healing over bloodshed


Level 6 Healer (Physician Class)
High Elf
Experience: 17332
Hp: 38
Initiative: +3
Speed: 30
Armor Class: 13, 16 with Mage Armor
Proficiency Bonus: +3
Gold: 2423
Spell Slots: 4/3/3

Languages: Common, Elvish, Sylvan, and Orc

Weapon Proficiency: Daggers, Darts, Slings, Quarterstaff, Longsword, Shortswords, Shortbow, Longbow

Other Proficiency: Herbalism Kit

Strength: 12 (+ 1)
Dexterity: 16 (+ 3)
Constitution: 15 (+ 2)
Intelligence: 20 (+ 5)
Wisdom: 13 (+ 1)
Charisma: 12 (+ 1)

Saving Throws:
Strength: +1
Dexterity (Prof): +6
Constitution: +2
Intelligence: +5
Wisdom (Prof): +4
Charisma: +1

Resistances: Cold (Provided from Boots of the Winterland)

Advantage on Saving Throws versus Being Charmed and Sleep Magic has no effect.


Acrobatics: +3
Animal Handling: +1
Arcana: +8
Athletics: +1
Deception: +1
History (Prof): +8
Insight: +1
Intimidation: +1
Investigation: +5
Medicine: +4
Nature: +8
Perception: +4
Performance: +1
Persuasion: +1
Religion: +5
Sleight of Hand: +3
Stealth: +3
Survival: +1

Medical Focus
Book of Lore
Bottle of Ink
Ink Pen
10 Sheets of Parchment
Little bag of sand
Small Knife
Herbalism Kit
Gold Feather from Thro’Nir. Provides the user with 15 mins of Flight Once

Boots of the Winterland: Purchased on his first visit into Frostfall. You have resistance to cold damage. You ignore difficult terrain created by ice or snow.You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Cape of the Montebank: This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Coin of Vernon

Circlet of Blasting: While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell’s attacks, you do so with an Attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Lucky Stone:

Spellcrafters Tomb:

Guiding Bolt Scroll: Provided by Brennuth Coldnest after he no longer needed it.

Soulwood Staff (+1 Quarterstaff and +1 Wand put together):

To hit: +2
Damage: 1d6 + 2/ 1d8 + 2
Spells: All effects +1
Spells Know: Animal Friendship, Entangle, Speak with Animals

Spells Known:
Cantrips: Soothe, Firebolt (Provided by High Elf Racial Feature), Spare the Dying, Mage Hands, Ray of Frost

1st Level: Inflict Wounds, Mage Armor, Cure Wounds, Healing Word, Find Familiar, Shield, Unseen Servant

2nd Level: Aid, Enhance Ability, Zone of Truth

3rd Level: Mass Healing Revivify, Beacon of Hope


Succor: You have three uses of succor. Succor allows you to boost any healing spell (not cantrip) by one level. Multiple uses can be stacked at once.

Rupert the Psuedodragon Familiar: 16 Hp Speed: 60 Fly, 15 Walk
Can cast soothe in addition to being a normal familiar.
When Remus performs any non-standard action to heal someone (Surgery, dressing wounds etc) familiar will automatically provide the Aid action to give advantage on the Medicine checks.

Feat : Adept Spellcraft

You have 2 sorcery points, Recoverable during a long rest
Turn Touch spells into 30 foot spells for 1 sorcery point.



Vel: The Birth of Magic totomorrison7