# Keyleth 

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A first impression of Keyleth would leave you with little information on the half-elven druid. You might even think that her social awkwardness due to her sheltered upbringing is kind of sweet. Of course, it would be unwise to underestimate her based on first impressions. Under that unintimidating petite frame is a vicious beast waiting to be unleashed, whose natural powers have made even the fiercest of champions pee their pants. Literally.


Born to the air tribe of the Ashari people, Keyleth was raised with a deep love of nature and the elemental magics. It is her people's inherent duty to protect the delicate areas in Tal'Dorei, where the four elemental planes begin to bleed with this realm. Since she was a little girl, she had quite a knack for air manipulation and beast shaping abilities; well, if you consider kittens and flying squirrels to be little beasts, which I do. Anyways, it wasn't long before the headmaster of the tribe, her father, Kohren[spelling?], realized her true prodigious abilities and she was inveterated to succeed him as the next headmaster. Just like that, her jovial childhood was stripped and replaced with endless spell memorization, teachings from ancient traditions, and exceedingly high expectations.


Every druid leader-to-be must embark on a journey to seek out the sister tribes in order to introduce and establish respect amongst the fellow headmasters. They call this the Aramente, or Noble Odyssey. When her father felt she was ready, he set her on the path to truly discovering herself. Not knowing when, or if, she will ever return. As she hikes down the mountain towards Stillben, she meditated on the task ahead. Part of the Aramente is proving yourself a strong warrior, a valiant protector, and a wise and compassionate leader. With this knowledge, one thought plays in repeat in her mind: is she even worthy?"

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> ## Keyleth the Voice of the Tempest
>*Half-Elven, Druid 18, Neutral Good*
> ___
> - **Armor Class** 17
> - **Hit Points** 133(18d8+36)
> - **Speed** 30ft.
>___ 
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|15 (+2)|14 (+2)|15 (+2)|22 (+6)|10 (+0)|
>___
> - 
> - **Senses** passive Perception 21, Darkvision
> - **Languages** Common, Druidic, Elven, Primordial
> - **Skill Proficeincies** Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Stealth, Survival
> - **Feats** Skilled-Alchemy, Intimidation, Persuasion; War Caster
> - **Challenge** 9 (5000 XP)
> ___
> ***Fey Ancestry.*** Has advantage on saves against being charmed and can not be put to sleep by magical means.
>
> ***Druid Circle.*** Circle of the Moon.
>
> ***Combat Wild Shape.*** Wild Shape=Bonus Action; Can also spend one spell slot to heal 1d8 hit points while transformed. 2 uses per short or long rest.
>
>***Circle Forms.*** Wild Shape CR 4; 6 hour duration

>***Primal Strike.*** Attacks in beast form count as magical.

>***Elemental Wild Shape*** Expends 2 uses of Wild Shape

>***Thousand Forms.*** Keyleth has learned to use magic to alter
her physical form in more subtle ways. She can cast the
alter self spell at will.

>***Spellcasting*** Keyleth has access to a vast range of spells.

>***Spell Save DC = 20***

>***Spell Attack Modifier +12***

> ### Actions

> ***Staff.*** *Melee Weapon Attack:* +7 to hit, reach 5', *Hit* 6(1d8 + 2) Bludgeoning 
>
> ***Vine Whip.*** *Reach Weapon Attack:* +11 to hit, reach 10', *Hit* 6(2d6) 
>
> ### Equipment
>
> ***Circlet Of Wisdom:*** +2 bonus to Wisdom

> ***Mantle of the Tempest:*** This mantle is given to the leader of the Air Ashari. See details below.

> ***The Spire of Conflux:*** Legendary weapon, requires attunement. See details below.

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<div class='footnote'>Keyleth of the Air Ashari</div>




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#### Spellcasting

Keyleth has access to a vast range of spells. These are the spells she favors.

****Cantrips.**** Thorn Whip, Druidcraft, Gust, Mending

****1st level,4 slots.**** Thunder Wave, Cure Wounds, Healing Word, Fog Cloud, Goodberry, Faerie Fire, Entangle

****2nd level,3 slots.**** Beast Sense, Enhance Ability, Pass without a Trace, Heat Metal, Gust of Wind, Flaming Sphere

****3rd level,3 slots.**** Call lightning, Wind Wall

****4th level,3 slots.**** Control Water, Stone Shape, Stone Skin, Polymorph, Hallucinatory Terrain, Grasping Vine, Dominate Beast, Blight

****5th level,3 slots.**** Wall of Stone, Commune With Nature, Scrying, Planar Binding, Greater Restoration, Geas, Conjure Elemental, Anti-life Shell

****6th level,2 slots.**** Sunbeam, Hero's Feast, Move Earth, Transport Via Plants, Wind Walk

****7th level,2 slots.**** Firestorm, Plane Shift

****8th level,1 slots.**** Control Weather, Feeble Mind, Tsunami, Animal Shapes, Earthquake

****9th level,1 slots.**** Shape Change, Foresight

#### Combat Wild Shape

Keyleth has the ability to use Wild Shape on her turn as a bonus action instead of a action. Additionally while Keyleth is transformed in Wild Shape she can use a bonus action and spend a spell slot to gain 1d8 hit points per level of the spell slot spent.

#### Circle Forms

Keyleth can transform herslef into any beast with a challenge rating of 4 or lower.

#### Primal Strike

Keyleths attacks in beast form are considered magical for purposes of overcoming resistance and immunity to non-magical attacks.

#### Elemental Wild Shape

Keyleth can expend 2 uses of wild shape at the same time to transform into a air elemental, earth elemental, fire elemental, or water elemental.

#### Thousand Forms

Keyleth can cast the Alter Self spell at will.

#### Timeless Body

The primal magic that Keyleth wields causes her to age more slowly. For every 10 years that pass, her body ages only 1 year.

#### Beast Spells

Keyleth can cast many of her druid spells in any shape she assumes using Wild Shape. She can perform the somatic and verbal components of a druid spell while in a beast shape, but she is not able to provide material components.

#### Mantle of the Tempest

The Mantle of the Tempest protects its wearer from the penalties of dangerous weather in environments. It also triples the jump distance of its wearer. As long as the Mantle is worn the wearer's AC cannot be less than 16 regardless of what kind of armor they are wearing.


#### The Spire of Conflux

- While holding this staff, you gain a +2 bonus to spell attack rolls.


- Whenever you cast a spell that deals fire, ice, or lightning damageand you roll a 1 on a damage die, you can reroll the die and must use the new result.


- The staff has 20 charges and recharges 1d6+4 expended charges at dawn.


- ***Spells:*** While holding the staff you can use an action to expend some of the charges to cast one of the following spells from it, using your spell save DC and spellcasting ability. Burning Hands (1 charge) Fireball (3 charges), Ice Storm (4 charges), Conjure Elementals (5 charges), Chain Lightning (6 charges), and Fire Storm (7 charges) 



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> ##### Credits
>- A big thank you to @Mikandii and @TartanKiwi for giving me permission to use their art for this. They are amazingly talented and I am honored They let me.
>- Also thank you to the Homebrewery for creating all the tools for being able to do this.
>- And thank you to Crit Roll Stats because that is where I got all the information and you guys do amazing work.
>- As a side note I would like to point out that CR 9 does seem low however it was determined using the rules in the DMG. Also IF you put all of Vox Machina together to determine an encounter CR with the whole group it is roughly a CR 26 encounter. 


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<div class='footnote'>Keyleth of the Air Ashari</div>