Vezirah Emberveil

Level 1 Red Ancestry Dragonborn (Red Draconic Ancestry) Druid (Circle of the Verdant Cove (custom, Circle-equivalent at level 1))

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STR
12 (+1)
DEX
13 (+1)
CON
15 (+2)
INT
10
WIS
17 (+3)
CHA
8 (-1)

Defense

Armor Class 14 (Leather armor (11) + Dexterity (3))
Hit Points 10 (1d8 + 2 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Intelligence, Wisdom
Skills Nature +2, Stealth +3, Survival +5, Perception +5, Animal handling +5

Features

Cove Initiate (Background)

Background: Cove Initiate (custom) Level 1

Custom background replacing a published one, balanced to 2024 rules: Ability Scores Wisdom (+2) and Constitution (+1); Feat: Magic Initiate (Druid); Skill Proficiencies: Nature and Survival; Tool Proficiency: Herbalism Kit; Equipment: Herbalism kit, traveler's clothes, pouch of dried seaweed and river-stone tokens, 12 GP.

Breath Weapon (Fire)

Species: Dragonborn Level 1
Proficiency Bonus per Long Rest

When you take the Attack action, you can replace one attack with a 15-foot Cone or 30-foot Line exhalation. Each creature in the area makes a Dexterity save (DC 12: 8 + Con 2 + PB 2); on a failure it takes 1d10 Fire damage, half on success. Damage increases at levels 5, 11, and 17.

Magic Initiate (Druid)

Background Feat Level 1
Level 1 spell: once per Long Rest; cantrips at will

You know the Druid cantrips Druidcraft and Thorn Whip (already prepared via class) and can cast Entangle once per Long Rest without expending a spell slot (Wisdom is your spellcasting ability).

Darkvision (60 ft.)

Species: Dragonborn Level 1

You can see in Dim Light within 60 feet as if it were Bright Light and in Darkness as if it were Dim Light. You discern colors in that darkness only as shades of gray.

Druidic Spellcasting

Class: Druid Level 1
Prepared spells = Wisdom modifier + Druid level

You can prepare 4 spells from the Druid spell list; Wisdom is your spellcasting ability.

Primal Order (Magician)

Class: Druid Level 1

You gain one extra prepared Druid spell (included above: Goodberry).

Damage Resistance (Fire)

Species: Dragonborn Level 1

You have Resistance to Fire damage.

Spellcasting

Wisdom DC 13 +5 to hit Level 1: 2 slots

Prepared spells: 4 (WIS 3 + level 1) + 1 from Primal Order (Magician) = 5. Entangle cast via Magic Initiate feat does not consume a slot once per Long Rest.

Druidcraft

Cantrip Druid
Transmutation Action 30 ft. V, S

Whisper to nature: predict weather for 24h, bloom a flower, extinguish a flame, or create an instantaneous harmless sensory effect.

Thorn Whip

Cantrip Druid
Transmutation Action 30 ft. V, S, M

Melee spell attack: on hit, target takes 1d6 Piercing damage and is pulled up to 10 feet toward you.

Entangle

Level 1 Druid
Conjuration Action 90 ft. V, S

Grasping vines fill a 10-foot-radius area; creatures must save (STR DC 13) or be Restrained; the ground becomes difficult terrain.

Healing Word

Level 1 Druid
Abjuration Bonus Action 60 ft. V

A creature you can see regains 2d4 + 3 Hit Points.

Thunderwave

Level 1 Druid
Evocation Action Self (15-ft. cube) V, S

Creatures in the cube make a Constitution save (DC 13) or take 2d8 Thunder damage and be pushed 10 feet away; half damage on success, no push.

Goodberry

Level 1 Druid (Primal Order: Magician)
Conjuration Action Touch V, S, M

Create 10 berries; eating one restores 1 HP and provides a day's nourishment.

Behind the character

Character Information

Vezirah Emberveil is a lean dragonborn woman of red draconic ancestry, her deep crimson scales fading to ash-grey along her throat and tail like cooled lava meeting sea-spray. Her amber-gold slit eyes carry the wary warmth of someone who has watched many dawns alone over tide pools. Curved, back-swept horns are wrapped in braided river-reed cord, hung with small copper and shell charms—tokens of gratitude from the cove elders and keepsakes of her first successful foraging rites. She stands with the quiet economy of movement typical of druids who have learned that stillness is its own kind of strength.

Her clothing is practical and layered against coastal weather: a weathered hooded cloak of woven moss-green wool over studded leather armor, patched at the elbows with care rather than shame. A sickle rides at her belt, its edge bright from frequent honing, and a gnarled oak quarterstaff—grown, not felled, from a storm-broken tree she replanted—rarely leaves her hand. Satchels of dried herbs, bundles of kelp, and clusters of faintly glowing goodberries spill from her pack, along with a pouch of river-stone tokens used in cove rituals.

Vezirah speaks softly and seldom, but when she does, her voice carries a low, ember-warm rasp. She is patient to a fault with the wounded—beast, plant, or person—and quietly stubborn about the sanctity of growing things. Her fire breath, a legacy of her draconic blood, sits uneasily beside her druidic oaths; she uses it reluctantly, treating it as a last resort rather than a weapon of pride. Her Neutral Good heart shows in small habits: leaving offerings at tide pools, tending city gutters where weeds persist, and feeding strangers without asking questions. She left the city behind, but the city's loneliness never entirely left her.

Before the adventure

Character Background

Vezirah Emberveil was hatched in the smoky sprawl of a riverport city, the fourth clutchmate in a struggling family of red-ancestry dragonborn laborers. Her childhood was one of soot and noise: hauling crates along the docks, dodging guild enforcers, and learning which alleys stayed warm at night. The city had no place for the old rites. Her grandmother, Vethra, remembered them—half-remembered songs to fire and earth, whispered in a cramped tenement while the family counted coins for rent. From her, Vezirah inherited her name, her reverence for the ember's patience, and a small pouch of river-stone tokens, each one carried from a shrine that no longer stood.

The turning point came during a fever-plague summer. The city's temples sold healing at prices the poor could not pay, and Vezirah watched neighbors wither while she could do nothing. What the temples would not give, the weeds did: a half-wild herbalist's garden behind an apothecary, choked with yarrow and feverfew, kept three families alive through the worst of it. Vezirah, who had always noticed plants the way others noticed people, began tending that garden—and discovered that when she spoke to the growth in her grandmother's old words, it answered. The garden flourished unnaturally. So did the rumors.

Branded a hedge-witch and quietly warned out of her tenement by an apothecary's guild that disliked unsanctioned competition, Vezirah followed the river downstream until the streets gave way to salt marsh, then to coast. There she found the cove: a domed stone grove tucked behind sea-arches, where druids of the Circle of the Verdant Cove kept living shrines among the tide pools. The cove's elders were wary of a fire-blooded dragonborn—her breath could sterilize in a heartbeat what they spent seasons growing—but her grandmother's rites, her gentle hands, and her genuine humility earned her initiation as a Cove Initiate.

She took the herbalism kit, the traveler's clothes, and the old tokens, and began her true education: reading weather in gull-flight, coaxing goodberries from hedgerow thorns, and learning that restraint is the hardest discipline of all.

Now she walks a deliberate path between her two inheritances. Her draconic fire is real and dangerous; her druidic oath is real and demanding. She has made an informal vow, witnessed by the cove's eldest tide-priestess, that her breath will never again scorch living green—only defend against those who would destroy it. The elders find this vow admirable and slightly alarming, since Vezirah is the sort to honor it even when a constrictor snake is coiled around a friend's leg.

Her goals are simple and earnest. In the near term, she seeks to master the cove's rites and prove that a creature of ember and ash can be a keeper of green things. She hopes one day to return upriver to the city—not for revenge, but to plant gardens in the forgotten alleys, to teach her grandmother's half-remembered songs to anyone who will listen, and to find out whether the old shrines the river-stone tokens came from can be rebuilt.

She carries dried seaweed and river-stone tokens wherever she goes, leaving them at crossroads and tide pools alike: small signs, she says, that someone passed through with good intent. Those who travel with her learn quickly that her quiet is not coldness; it is the hush of a banked fire, warm and steady, waiting to be needed.

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