VESPER
"Most people find their purpose in life. I found mine slightly after."
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VESPER ASHFELD

"Most people find their purpose in life. I found mine slightly after."
Dhampir Druid · Circle of Spores
Level 7. Neutral
the bards haven't found them yet

The Character

Age 26
AC 17
HP 66
Speed 35 ft.
Spell DC 14
Prof +3
STR
0
-1
DEX
0
+2
CON
0
+4
INT
0
+0
WIS
0
+3
CHA
0
+1

Saving Throws

STR +0
DEX +3
CON +5
INT +4
WIS +7
CHA +2

Proficient: INT, WIS. Cloak of Protection adds +1 to all saves.

Skill Proficiencies

Medicine (+6)
Knows what killed something. Usually before being asked.
Nature (+3)
Mycology, decomposition cycles, liminal ecosystems. The parts of nature most people prefer to ignore.
Religion (+3)
Burial rites, death customs, what happens to the soul (clinically, not spiritually).
Survival (+6)
Can track through the Grey. Can tell you what something ate, and when, by its remains.
Herbalism Kit (Prof)
Poultices, tinctures, spore cultures. Practical mycology in the field.
Armor Class
17
12 Hide + 2 DEX (max) + 2 Shield + 1 Cloak
Primary Attack
+6 to hit, melee (Shillelagh)
1d8+3 + 2d10 necrotic
Staff of Withering (spend charge for 2d10 necrotic, DC 15 CON). +1d6 necrotic during Symbiotic Entity.

Attacks & Actions

Staff of Withering
+6 to hit (WIS via Shillelagh). 1d8+3 bludgeoning. On hit, spend 1 charge: target takes 2d10 necrotic (DC 15 CON save for half) and must save or have disadvantage on STR and CON ability checks and saving throws for 1 hour.
Shillelagh + Symbiotic Entity
+6 to hit. 1d8+3 bludgeoning + 1d6 necrotic. Active during Symbiotic Entity (10 min). Halo of Spores damage also doubles.
Vampiric Bite
+7 to hit, CON-based. 1d4+4 piercing. Regain HP equal to damage dealt, or add damage dealt to next ability check or attack roll. 3 empowerment uses per long rest (proficiency bonus).
Halo of Spores
Reaction when creature moves within 10 ft. 1d6 necrotic (CON save DC 14 negates). Doubles to 2d6 during Symbiotic Entity. No action cost, no spell slot.
Spell Attack
+6 to hit. Spell save DC 14. Cantrips: Infestation (2d6+5ft move, CON save), Thorn Whip (2d6+10ft pull, 30ft range).

Combat Loop

Round 1: Activate
Bonus action: Symbiotic Entity (28 temp HP, +1d6 necrotic melee, Halo doubles to 2d6). Action: Shillelagh or a concentration spell (Spike Growth, Guardian of Nature).
Rounds 2+: Grind
Melee with Staff of Withering (1d8+3 + 1d6 necrotic + optional 2d10 necrotic charge). Halo of Spores as reaction every round. Vampiric Bite for sustain when low.
Cleanup: Reclaim
Fungal Infestation on humanoid/beast corpses (reaction, 3/day). Zombie with 1 HP, lasts 1 hour. Maintains action economy even after party losses.

Spell Slots

1st 4
2nd 3
3rd 3
4th 1

Spells Prepared

Level Spell Notes
Cantrip Shillelagh BA. Staff becomes magical, use WIS for attacks. 1d8+WIS. 1 minute.
Cantrip Infestation CON save. 2d6 poison (at level 7). Target moves 5ft random direction.
Cantrip Thorn Whip Spell attack. 2d6 piercing (at level 7), 30ft. Pulls target 10ft toward you.
Cantrip Guidance Touch. +1d4 to one ability check. Concentration, 1 min.
Cantrip Chill Touch (Circle) Spell attack, 120ft. 2d8 necrotic. Target cannot regain HP until your next turn. Undead also have disadvantage on attacks vs. you.
1st Healing Word BA, 60ft. 1d4+WIS (upcast +1d4/level). The emergency pickup.
1st Entangle 20ft square, 90ft range. STR save or restrained. Concentration, 1 min. Difficult terrain.
1st Faerie Fire 20ft cube, 60ft range. DEX save or outlined. Attacks have advantage. Concentration, 1 min.
2nd Blindness/Deafness (Circle) CON save or blinded/deafened. No concentration. 1 min.
2nd Gentle Repose (Circle) Ritual. Preserves corpse 10 days. Extends resurrection timer. Also prevents undead rising.
2nd Spike Growth 20ft radius, 150ft. 2d4 piercing per 5ft moved through. Concentration, 10 min. Combine with Thorn Whip to drag targets through.
2nd Heat Metal 60ft range, target wearing/holding metal. 2d8 fire, BA repeat each turn. Disadvantage on attacks/checks. Concentration, 1 min. No save to avoid damage.
3rd Animate Dead (Circle) Raise skeleton or zombie from corpse. Lasts 24 hours, must recast to maintain. Upcast for +2 undead per slot level above 3rd.
3rd Gaseous Form (Circle) Touch. Target becomes misty cloud. 10ft fly, resistance to nonmagical damage, can pass through small holes. Concentration, 1 hour.
3rd Dispel Magic 120ft. Automatically ends spells of 3rd level or lower. Higher: ability check DC 10 + spell level.
3rd Revivify Touch. 300gp diamond consumed. Returns creature dead less than 1 minute to 1 HP.
4th Blight (Circle) 30ft. 8d8 necrotic (CON save for half). Plants take max damage and auto-fail. Doesn't affect undead or constructs.
4th Confusion (Circle) 10ft radius, 90ft. WIS save. Failed: roll d10 each turn for random behavior. Concentration, 1 min.
4th Guardian of Nature BA. Choose Primal Beast (speed +10, advantage on STR attacks, 1d6 force on hits) or Great Tree (10 temp HP, advantage on CON saves, advantage on DEX- and WIS-based attack rolls, difficult terrain for enemies in 15ft). Concentration, 1 min.

Features & Traits

Symbiotic Entity
2 uses of Wild Shape. Gain 28 temp HP. Melee weapon attacks deal additional 1d6 necrotic. Halo of Spores damage doubles. Lasts 10 min or until temp HP gone.
Halo of Spores
Reaction. Creature within 10ft takes 1d6 necrotic (CON save DC 14 negates). Doubles to 2d6 during Symbiotic Entity.
Fungal Infestation
Reaction when Small or Medium beast/humanoid dies within 10ft. Rises as zombie with 1 HP, acts on your initiative. Lasts 1 hour. 3 uses per long rest (WIS modifier).
Vampiric Bite
Simple melee, CON-based. +7 to hit, 1d4+4 piercing. Regain HP equal to damage dealt, or add damage dealt to next check/attack. Uses: 3/long rest (proficiency bonus).
Spider Climb
Climb speed equal to walking speed (35 ft). Climb difficult surfaces, including ceilings, without ability checks. Always active.
Deathless Nature
No need to breathe. (Note: advantage on death saves belongs to Reborn, not Dhampir.)
Wild Shape (Utility)
Both uses typically spent on Symbiotic Entity. If needed: CR 1/2 beasts max, no flying. Lasts 3 hours.
Hermit: Discovery
Vesper's discovery: a pattern in the Grey's expansion that correlates with lunar cycles and the appearance of fungal networks at its border. Something is growing the wasteland on purpose.

Magic Items 8/7

Amulet of Health (Rare, 3pts, attune)
Sets CON to 19. Dull amber stone on a cord, warm to the touch. Found in the Grey, half-buried in fungal growth. It was waiting for someone who would not be afraid to pick it up.
Staff of Withering (Rare, 3pts, attune)
3 charges (regains 1d3 at dawn). On hit, spend 1 charge: 2d10 necrotic (DC 15 CON half), disadvantage on STR and CON ability checks/saves for 1 hour on fail. Living shelf fungi grow on it. Named Mold and Consequence.
Cloak of Protection (Uncommon, 2pts, attune)
+1 AC, +1 all saving throws. Charcoal burial shroud, frayed at the edges. The one Vesper was buried in. Still wearing it.

AC Breakdown

17 Total
Hide Armor (14, max DEX +2) + Shield (+2) + Cloak of Protection (+1). Not flashy. Functional. Hard to kill twice.

Disadvantages

Mechanical

STR 8
Cannot force doors, grapple effectively, or carry heavy loads. Solves physical problems with spores, fungi, and patience. Not muscle.
Temp HP Dependency
Symbiotic Entity's 28 temp HP is the real health pool. When it drops, the extra necrotic melee damage and doubled Halo vanish. Back to baseline druid.
Concentration Bottleneck
Spike Growth, Heat Metal, Entangle, Guardian of Nature, Faerie Fire: all concentration. One at a time. Choosing wrong costs the encounter.
Melee-Dependent Caster
Best damage output requires being in melee (Symbiotic Entity + Staff + Halo). But 66 HP and d8 hit die. Has to be in the danger zone to do the job.

Backstory-Driven

Clinically Detached
Processes grief as data collection. Examines dead things mid-conversation. This unsettles NPCs and sometimes party members. Not trying to be cold; genuinely does not register why it is disturbing.
The Cousin's Letter
Dara Ashfeld's last letter ended mid-sentence. Vesper has not gone back to check. This is a lever. Anyone who mentions Brackwater gets the full attention of someone who was pretending not to care.
Unclear Allegiance to the Living
Raises zombies from corpses. Talks to the dead in the same tone as the party. Some people find this reassuring. Most do not.
Hunting Wren Callowick
Will follow any lead related to liminal druids, borderland phenomena, or people who study what exists between life and death. This can derail plans. Vesper does not consider it a derailment.

Origin

Vesper climbing out of a shallow grave at night, calm expression, fungi growing on the disturbed soil around her
Listen to narration by a local girl

Vesper Ashfeld grew up in Brackwater, a border town where the Grey begins. The Grey is what the locals call it: a necrotic wasteland that creeps outward a few inches per season, turning soil to ash and trees to standing husks. Nobody knows what caused it. Nobody agrees on whether it is growing faster. Vesper's family had lived on the border for three generations, close enough to watch it, far enough to pretend it was not their problem.

Elder Corvan Mast took Vesper on as an apprentice. Mast was Brackwater's herbalist, its closest thing to a druid, and the only person in town who walked into the Grey on purpose. He taught Vesper how to identify fungi by smell, how to culture spores in sealed jars, and how to read the boundary line where living soil met dead earth. Vesper learned quickly. Mast said she had a clinical eye. He meant it as a compliment.

Then Vesper caught the fever. It moved fast. Three days of escalating delirium, a brief period of lucidity in which she asked Mast to document the progression, and then nothing. Sexton Ibbe Doule buried her in the town plot, recorded the date in his ledger, and that was supposed to be the end of it.

Vesper woke up three days later, calm, six feet under, with soil in her mouth and fungi already threading through the wood of the coffin. She dug out. It took most of the night. When she surfaced, the first thing she did was brush the dirt from her burial shroud, look at the sky, and note that it was a waning crescent. Then she left.

She did not go back to Mast. She did not tell Dara. She walked east along the Grey's border, following the fungal networks that only she seemed to be able to see now, and began documenting what she found. Something about dying and returning had shifted the way she perceived decomposition: not as an ending, but as a transfer. A cycle. A system with inputs and outputs, and something at the center of the Grey that was drawing those outputs toward itself.

On the road, she heard the name Wren Callowick. A wandering druid who studied liminal states, the spaces between alive and dead, between growing and decaying. Wren had been seen at the Grey's edge years before Vesper was born. Wren might know what Vesper is becoming. Vesper has been following the trail since.

Hidden Connections

Elder Corvan Mast
Former mentor. Still in Brackwater, still walking into the Grey, still documenting. The only person who taught Vesper to look at decay and see information instead of horror. Watches the Grey expand and writes letters to no one in particular about what he finds. Has not heard from Vesper since the burial.
Sexton Ibbe Doule
Buried Vesper. Keeps a ledger of everyone he has put in the ground. Some entries have small symbols next to them that do not appear in any standard notation. Vesper is not the first to have a symbol. Doule does not talk about it.
Wren Callowick
Wandering druid. Studies liminal states: the border between alive and dead, growing and decaying. Has been seen at the Grey's edge, at plague sites, at places where the boundary between planes thins. Vesper is following Wren's trail. Wren may be following something else entirely.
Dara Ashfeld
Cousin. The only family member who wrote. Sent letters to general delivery at towns along the Grey's border, hoping Vesper would check. The last one ended mid-sentence. Vesper has not opened a new one since, because there have not been any.
Unknown Dhampir Parent
The fever killed Vesper. Something else brought her back. The vampiric bite, the spider climb, the deathless nature: none of these come from druidic training. One of Vesper's parents carried something. Vesper does not know which one, or what it means. She is collecting data.
The Thundertree Rift
The Grey is not natural decay. It is a downstream effect of a Shadowfell rift torn open near Thundertree by a wild magic surge decades ago. The necrotic wasteland near Brackwater bleeds from the same wound. Some of the refugees Vesper treated came from Thundertree itself. The Loom cult knows this. They are drawn to the rift like moths to a candle.

Play Guide

Speech Patterns

Short declarative sentences
"It's dead." "That's fungal." "We should move." No preamble. No qualifiers.
Goes clinical when nervous
Switches to medical terminology, species classifications, decomposition timelines. The more precise the language, the less comfortable she is.
Same tone for living and dead
Talks to a corpse the way she talks to the party. "Oh, you can get up now." No shift in register.
Mortality jokes
"Grew up next to a wasteland. Became a druid. Died briefly. Got better at it. Standard." Delivered flat.
Gender
Female

Physical Mannerisms

The listen-tilt
Head tilts slightly when listening. Not curiosity. Cataloguing. The same tilt when examining a corpse or a conversation.
The knuckle rub
Rubs the knuckles of one hand with the thumb of the other. The skin there is permanently stained dark from digging out of the grave. Unconscious gesture.
The crouch
Drops to a crouch to examine anything dead or decaying. Can happen mid-conversation. Does not announce it or apologize for the interruption.
The still
Goes completely motionless when someone says something honest. No fidgeting, no breath. Holds the stillness for a beat too long, then continues as if nothing happened.
Doorway pause
Pauses at the threshold of every new room. Quick scan: species count, exits, anything dead or dying. Two seconds, then enters.
When asked what she does:
"Grew up next to a wasteland. Became a druid. Died briefly. Got better at it. Standard."
To a fresh corpse, as Fungal Infestation activates:
"Oh, you can get up now."
When someone asks if she is afraid of something:
"I can wait."
Examining a body while the party argues about something else:
"This one's been dead about four hours. Interesting vascular pattern. Sorry, you were saying?"

The Hermit Under the Druid

Treats death like a librarian treats a misplaced book
Annoying, but fixable. The emotional weight others attach to it is noted, respected, but not shared.
Processes grief as data collection
When something sad happens, Vesper gets quieter, more observant, more precise. Not numb. Routing the feeling through a different system.
Names things
Named the shelf fungi on the staff (Mold and Consequence). Will name a zombie if it lasts long enough. Attachment through taxonomy.
Protective, obliquely
Will not say "I'll keep you safe." Will position herself between the threat and the party without comment. Notices injury before it is mentioned.
Uncomfortable with direct emotional honesty
Can handle other people being emotional. Cannot handle being asked a direct question about her own feelings. Will change the subject to mycology.

Situational Reactions

Finding a corpse
Immediate crouch. Time of death, cause, species, decomposition stage. Clinically fascinated. "This is recent. Interesting puncture pattern." Party may have to remind her to look up.
Someone mentions the Grey
Full attention. Every question she asks will be precise and specific. She is not making conversation.
Being asked about dying
"It was dark. Then it was less dark. Then there was soil." Will not elaborate further. Changes subject if pressed.
In a tavern
Corner seat, back to wall. Orders something fermented. Watches the room. If there are flowers on the table, checks them for blight out of habit.
In a graveyard
Comfortable. Reads headstones. Corrects the groundskeeper on soil drainage. "You're burying them in clay. The water table here is too high. They won't stay preserved."

Introductions

Standard
"Vesper Ashfeld. Brackwater. Spore druid." Three data points. Delivered like a specimen label. Waits for them to process it.
If asked what she does
"I study decomposition cycles and occasionally raise the dead. The two are more related than people think."
If someone reacts to her appearance
The dirt-stained knuckles, the fungal staff, the too-calm eyes. "I'm aware of how I look. It's fine." Not defensive. Just noting it.
Where the soil remembers being alive
Brackwater
Border town at the edge of the Grey · Three generations of Ashfelds watching the wasteland creep closer
"I can wait."
Born in Brackwater. Apprenticed by an herbalist. Died of fever.
Dug out. Walked east. Started taking notes.
When the spores drift, something at the Grey's center listens.
Vesper's wooden staff covered in glowing shelf fungi and amber amulet on a twilight forest floor

References

Player's Handbook
p.72-79: Druid class
Tasha's Cauldron of Everything
p.36-38: Circle of Spores
Van Richten's Guide to Ravenloft
p.16-17: Dhampir lineage
Player's Handbook
p.179: Hermit background