Difference between revisions of "Casaadi"

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{{DND5CharacterSheet
 
{{DND5CharacterSheet
|Image=[[Image:Casaadi.jpg|center|350 px]]
+
|Image=[[Image:Casaadi_bird.png|center|350 px]]
 
|CharacterName=Casaadi
 
|CharacterName=Casaadi
 
|Race=Human
 
|Race=Human
|Class= Druid (Circle of the Shepherd)
+
|Class= Druid (Circle of the Shepherd), Level 7
 
|Background=Uthgardt Heritage
 
|Background=Uthgardt Heritage
|Alignment= Lawful Good (natural law)
+
|Alignment= Neutral Good
 
|Patron Deity= Nobanion
 
|Patron Deity= Nobanion
|Factions=FACTIONS
+
|Factions=Emerald Warden - Summerstrider - Renown 3
|Ability Scores=Strength 11 (+0), Dexterity 13 (+1), Constitution 16 (+3);<br> Intelligence 12 (+1), Wisdom 17 (+3), Charisma 11 (+0)
+
|Ability Scores=Strength 11 (+0), Dexterity 14 (+2), Constitution 16 (+3);<br> Intelligence 12 (+1), Wisdom 18 (+4), Charisma 11 (+0)
|Bonus= +2
+
|Bonus= +3
 
|Saving Throws=Wisdom & Intelligence
 
|Saving Throws=Wisdom & Intelligence
 
|Skills=SKILLS
 
|Skills=SKILLS
 
|Tools= Ocarina
 
|Tools= Ocarina
|Languages=Common, OTHER LANG
+
|Languages=Common, Orcish
 
|Armor=ARMOR PROF
 
|Armor=ARMOR PROF
 
|Weapons=WEAPON PROF
 
|Weapons=WEAPON PROF
 
|Traits=TRAITS
 
|Traits=TRAITS
 
|Attacks=• ''xxx:'' +x, xdx+x, TRAITS
 
|Attacks=• ''xxx:'' +x, xdx+x, TRAITS
|Armor Class=AC 14
+
|Armor Class=AC 15
|Initiative=+1
+
|Initiative=+2
 
|Speed=30 ft
 
|Speed=30 ft
 
|Feats= Spell Sniper (divine), War Caster (human)
 
|Feats= Spell Sniper (divine), War Caster (human)
|Hit Points=19
+
|Hit Points=36
|Hit Dice=1d8
+
|Hit Dice=3d8
 
|Personality=Nature is my home, cities make me nervous. Injure me and I shrug, injure an animal and I smite.  
 
|Personality=Nature is my home, cities make me nervous. Injure me and I shrug, injure an animal and I smite.  
 
|Ideals= Balance. Illness and sorrow spring from non-acceptance of the Balance.  
 
|Ideals= Balance. Illness and sorrow spring from non-acceptance of the Balance.  
 
|Bonds= I speak for the Trees (and animals) for the Trees have no tongues. // My family is at the Orphanage. All of them, even the ones I don't like.  
 
|Bonds= I speak for the Trees (and animals) for the Trees have no tongues. // My family is at the Orphanage. All of them, even the ones I don't like.  
|Flaws= I am enraged by blatant and unnecessary abuse of nature.
+
|Flaws= I am enraged by blatant and needless abuse of nature.
 
}}
 
}}
 
__NOTOC__
 
__NOTOC__
Line 40: Line 40:
 
Extra Feat: War Caster
 
Extra Feat: War Caster
 
===Class Traits===
 
===Class Traits===
Level 2: Learn Sylvan. Understand Beasts (and be understood). Wild Shape (transform into 1/4 CR) animals.
+
Level 2: Learn Sylvan. Understand Beasts (and be understood). Wild Shape (transform into 1/4 CR) animals. Use Wild Shape to summon a fey creature as a familiar for a number of hours equal to half my Druid level.  
  
 
As a bonus action, summon an spectral spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
 
As a bonus action, summon an spectral spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
Line 46: Line 46:
 
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Only creatures in the aura are affected.
 
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Only creatures in the aura are affected.
  
*Bear Spirit. Might & Endurance. Each creature of your choice in the aura gains temporary hit points equal to 5 + your druid level. Gain advantage on Strength checks and Strength.
+
*Bear Spirit. Might & Endurance. Each creature of your choice in the aura gains temporary hit points equal to 5 + your druid level. Gain advantage on Strength checks and Strength saves.
  
 
*Hawk Spirit. Keen sight. When attacking a target in the spirit’s aura, use your reaction to gain advantage. Gain advantage on Wisdom (Perception) checks.
 
*Hawk Spirit. Keen sight. When attacking a target in the spirit’s aura, use your reaction to gain advantage. Gain advantage on Wisdom (Perception) checks.
Line 52: Line 52:
 
*Unicorn Spirit. Protection. Gain advantage on all ability checks to detect creatures. When casting a healing spell from within the aura (target can be outside) any chosen within the aura regains hit points equal to druid level.
 
*Unicorn Spirit. Protection. Gain advantage on all ability checks to detect creatures. When casting a healing spell from within the aura (target can be outside) any chosen within the aura regains hit points equal to druid level.
  
http://dnd5e.wikidot.com/druid:shepherd
+
Level 4: Improve Dexterity and Wisdom, Wild Shape Improvement (transform into 1/2 CR, swim speed)
 +
 
 +
Level 6: Mighty Summoner (+2 HP/hit die, magical damage)
 +
 
 +
Level 8: Wild Shape Improvement (transform into 1 CR, fly speed), Ability Score Improvement (wisdom 20)
 +
 
 +
Level 10: Guardian Spirit. Your Spirit Totem safeguards those you summon. When they end their turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
 +
 
 +
[[http://dnd5e.wikidot.com/druid:shepherd| Circle of the Shepherd]]
 +
 
 +
[[https://www.dndbeyond.com/monsters?filter-type=16&filter-search=&filter-cr-min=1&filter-cr-max=3&filter-armor-class-min=&filter-armor-class-max=&filter-average-hp-min=&filter-average-hp-max=&filter-is-legendary=&filter-has-lair=| Wildshape]]
 +
 
 +
[[https://5thsrd.org/spellcasting/spell_lists/druid_spells/| Druid Spells]]
  
 
===Specialty Traits===
 
===Specialty Traits===
 
x
 
x
 
===Background Traits===
 
===Background Traits===
x
+
Resistance: Necrotic
 +
 
 +
Speak with the Dead: 1 Divine Inspiration
 +
Question a corpse with a mouth that isn't undead. The spell fails if the corpse was the target of this spell within the last 10 days.
 +
 
 +
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the corpse must be truthful. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
 +
 
 +
[[https://www.dndbeyond.com/spells/speak-with-dead| Speak with the Dead]]
 +
 
 
===Flavor===
 
===Flavor===
 
Casaadi really is a wild child but that isn't all she is. She has a Thing for fancy hairstyles and decorative, highly impractical shoes. She once saw a pair of blue satin shoes, embroidered with silver and beaded and secretly (and silently) longs for something equally beautiful, even while she knows she would ruin them in 5 minutes flat.
 
Casaadi really is a wild child but that isn't all she is. She has a Thing for fancy hairstyles and decorative, highly impractical shoes. She once saw a pair of blue satin shoes, embroidered with silver and beaded and secretly (and silently) longs for something equally beautiful, even while she knows she would ruin them in 5 minutes flat.
She also loves a set of children's stories in the library. They are like candy, told with reasonably okay rhyme but she has told and retold them to herself over the years and has an internal library of fanfic starring herself.
 
  
Casaadi, Wulric, and Baeron had an accidental love triangle. Casaadi was enjoying Wulric's company and walked with him to the festival, then left and spent time with Baeron. This nearly led to a fight between the boys and still has her a bit confused as to exactly what happened. Some folk see her as a tease or a Jezabel as a result.  
+
She also loves a set of children's stories in the library - The Tales of Princess Tialira. They are like candy, told with reasonably okay rhyme but she has told and retold them to herself over the years and has an internal library of fanfic starring herself. She also has extrapolated Life Lessons from them. She really, really wants to find any others that may be out there. She has read:
 +
 
 +
Princess Tialira and the Shadowsong (not everyone who looks trustworthy is... and vice versa)
 +
 
 +
Princess Tialira and the Mountains of the Sun (the importance of Friendship and how it can help overcome obstacles)
 +
 
 +
Princess Tialira and the Lord of Seven Hills (nobility is defined by actions, not birth)
 +
 
 +
 
 +
Casaadi, Wulric, and Baeron had an accidental love triangle. Casaadi was enjoying Wulric's company and walked with him to the festival, then left and spent time with Baeron. This nearly led to a fight between the boys and still has her a bit confused as to exactly what happened. Some folk see her as a tease or a Jezabel as a result.
  
 
==Feats==
 
==Feats==
Line 72: Line 100:
  
 
==Resources==
 
==Resources==
* '''Coins:''' x cp • x sp • x ep • x gp • x pp • Other coins: x
+
* '''Coins:''' 7 cp • 1 sp • x ep • 10 gp • 3 pp • Other coins: x
 
* '''Gems:''' x
 
* '''Gems:''' x
 +
* '''Inspiration:''' 0
 +
* '''Divine Inspiration:''' 2
 
===Magic Items===
 
===Magic Items===
* x
+
 
 +
* White Dragon Scale Mail, attuned
 +
While wearing this armor, you gain a +1 bonus to AC, you have advantage on Saving Throws against the Frightful Presence and breath Weapons of Dragons, and you have Resistance Cold.
 +
 
 +
Additionally, you can focus your Senses as an action to magically discern the distance direction to the closest Dragon within 30 miles of you that is of the same type as the armor.  This Special action can't be used again until the next dawn.
 +
 
 +
* Javelin of Lightning -- STOLEN
 +
This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.
 +
 
 +
The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.
 +
 
 +
 
 +
[[File:Javelin_of_Lightening.jpg]]
 +
 
 +
* +2 Moon Sickle (rare, melee, Druid or Ranger), attuned
 +
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
 +
 
 +
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
 +
Light. 
 +
 
 +
* Cloak of Elvenkind, attuned
 +
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Helps counter my White Dragon Mail disadvantage at Stealth.
 +
 
 +
* Sentinel Shield
 +
 
 +
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye. Standard +2 AC.
 +
 
 
==Equipment==
 
==Equipment==
 
===Carried Equipment===
 
===Carried Equipment===
 
* '''In Hand:''' x
 
* '''In Hand:''' x
* '''Worn:''' x
+
* '''Worn:''' Nobanion Amulet, Emerald Enclave Insignia, Druid Amulet
 
* '''Belt:''' x
 
* '''Belt:''' x
* '''Backpack:''' Ocarina
+
* '''Backpack:''' Ocarina, Holy Symbol of Myrkul
* '''Three useful items from the Armory'''
+
* '''Armor:''' White Dragon Scale Mail
 
===Stored Equipment===
 
===Stored Equipment===
 
* x
 
* x
 
===Lifestyle===
 
===Lifestyle===
* '''xxx:''' ''(x gp/day)''. x
+
* '''Comfortable, in the Tower of Mists:''' ''(2 gp/day)''.
 +
 
 
==Origin==
 
==Origin==
* x
+
* Contains the Essence of Myrkul. Raised in the House of the Hidden Face. Fled a necromancer who attacked and killed their mentors and trying to find the other Orphans again.
 +
 
 
==Important Individuals==
 
==Important Individuals==
* Maithe - She is my age and is a Wizard. She has a Thing for Druid spells and we have shared secrets. I like her, she tries really hard and that means a lot.
+
* Maithe - She is my age and is a Wizard. She has a Thing for Druid spells and we have shared secrets. I like her, she tries really hard and that means a lot. And, she is SMART and doesn't make a Thing out of it!
 +
In fact, sometimes I wonder if she and I... well... I do like her and I miss sex and I could totally trust her... but is she into that?
  
 
==Spells==
 
==Spells==
Spell Slots: 5
 
 
* Cantrips
 
* Cantrips
Shillelagh, Guidance, Chill Touch (wizard, cast with Wisdom)
+
Thorn Whip, Guidance, Produce Flames, Chill Touch (wizard, cast with Wisdom), Druidcraft
  
Shillelagh: (Bonus Action) The wood of a club or Quarterstaff you are holding is imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength for the Attack and Damage Rolls of Melee Attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
+
Thorn Whip: You create a long, vine -like whip covered in thorns that lashes out at your command toward a creature in range (60 feet). Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  
 
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
 
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  
Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
+
Chill Touch: (120 ft, sniper) You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
 
If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn.
 
If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn.
 +
 +
Produce Flame: A flickering flame appears in your hand, it remains for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
 +
You can also attack with the flame, although doing so ends the spell. When you cast this spell or take an action you can hurl the flame at a creature within (60 feet, sniper) feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
 +
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 +
 +
Druidcraft: Create one of the following effects within range: * You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. Duration: 1 round. * You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. * You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. * You instantly light or snuff out a candle, a torch, or a small campfire.
  
 
* Level 1
 
* Level 1
Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink, Speak with Animals, Thunderwave
+
Spell Slots: 4
 +
 
 +
Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease (R), Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink (R), Speak with Animals (R), Thunderwave
 +
 
 +
* Level 2
 +
Spell Slots: 3
 +
 
 +
Animal Messenger (R), Barkskin, Darkvision, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Animals or Plants (R), Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth
 +
 
 +
* Level 3
 +
Spell Slots: 3
 +
 
 +
Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone (R), Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing (R), Water Walk, Wind Wall
 +
 
 +
Can also summon Swarms.
 +
 
 +
[[File:Conjure_animals.jpg]]
 +
 
 +
* Level 4
 +
Spell Slots: 1
 +
 
 +
Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Divination (R), Dominate Beast, Fire Shield, Freedom of Movement, Giant Insect, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Summon Elemental, Wall of Fire
 +
 
 +
https://5thsrd.org/spellcasting/spell_lists/druid_spells/
  
 
===Leveling===
 
===Leveling===
 
[[File:DruidLevels.jpg]]
 
[[File:DruidLevels.jpg]]

Latest revision as of 14:42, 24 February 2022

Casaadi
Casaadi bird.png
Race: Human, Class: Druid (Circle of the Shepherd), Level 7
Background: Uthgardt Heritage, Alignment: Neutral Good
Patron Deity: Nobanion
Factions: Emerald Warden - Summerstrider - Renown 3
Ability Scores
Strength 11 (+0), Dexterity 14 (+2), Constitution 16 (+3);
Intelligence 12 (+1), Wisdom 18 (+4), Charisma 11 (+0)
Proficiencies
Bonus: +3
Saving Throws: Wisdom & Intelligence
Skills: SKILLS
Tools: Ocarina
Languages: Common, Orcish
Armor: ARMOR PROF
Weapons: WEAPON PROF
Traits
TRAITS
Feats
Spell Sniper (divine), War Caster (human)
Combat
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: AC 15, Initiative: +2, Speed: 30 ft
Hit Points: 36, Hit Dice: 3d8
Social
Personality Traits: Nature is my home, cities make me nervous. Injure me and I shrug, injure an animal and I smite.
Ideals: Balance. Illness and sorrow spring from non-acceptance of the Balance.
Bonds: I speak for the Trees (and animals) for the Trees have no tongues. // My family is at the Orphanage. All of them, even the ones I don't like.
Flaws: I am enraged by blatant and needless abuse of nature.

The Earth provides enough to satisfy every man's need but not every man's greed. - Ghandi

A nation that destroys its soils destroys itself. Forests are the lungs of our land, purifying the air and giving fresh strength to our people. - FDR


Traits

Racial Traits

Extra Feat: War Caster

Class Traits

Level 2: Learn Sylvan. Understand Beasts (and be understood). Wild Shape (transform into 1/4 CR) animals. Use Wild Shape to summon a fey creature as a familiar for a number of hours equal to half my Druid level.

As a bonus action, summon an spectral spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Only creatures in the aura are affected.

  • Bear Spirit. Might & Endurance. Each creature of your choice in the aura gains temporary hit points equal to 5 + your druid level. Gain advantage on Strength checks and Strength saves.
  • Hawk Spirit. Keen sight. When attacking a target in the spirit’s aura, use your reaction to gain advantage. Gain advantage on Wisdom (Perception) checks.
  • Unicorn Spirit. Protection. Gain advantage on all ability checks to detect creatures. When casting a healing spell from within the aura (target can be outside) any chosen within the aura regains hit points equal to druid level.

Level 4: Improve Dexterity and Wisdom, Wild Shape Improvement (transform into 1/2 CR, swim speed)

Level 6: Mighty Summoner (+2 HP/hit die, magical damage)

Level 8: Wild Shape Improvement (transform into 1 CR, fly speed), Ability Score Improvement (wisdom 20)

Level 10: Guardian Spirit. Your Spirit Totem safeguards those you summon. When they end their turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

[Circle of the Shepherd]

[Wildshape]

[Druid Spells]

Specialty Traits

x

Background Traits

Resistance: Necrotic

Speak with the Dead: 1 Divine Inspiration Question a corpse with a mouth that isn't undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the corpse must be truthful. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

[Speak with the Dead]

Flavor

Casaadi really is a wild child but that isn't all she is. She has a Thing for fancy hairstyles and decorative, highly impractical shoes. She once saw a pair of blue satin shoes, embroidered with silver and beaded and secretly (and silently) longs for something equally beautiful, even while she knows she would ruin them in 5 minutes flat.

She also loves a set of children's stories in the library - The Tales of Princess Tialira. They are like candy, told with reasonably okay rhyme but she has told and retold them to herself over the years and has an internal library of fanfic starring herself. She also has extrapolated Life Lessons from them. She really, really wants to find any others that may be out there. She has read:

Princess Tialira and the Shadowsong (not everyone who looks trustworthy is... and vice versa)

Princess Tialira and the Mountains of the Sun (the importance of Friendship and how it can help overcome obstacles)

Princess Tialira and the Lord of Seven Hills (nobility is defined by actions, not birth)


Casaadi, Wulric, and Baeron had an accidental love triangle. Casaadi was enjoying Wulric's company and walked with him to the festival, then left and spent time with Baeron. This nearly led to a fight between the boys and still has her a bit confused as to exactly what happened. Some folk see her as a tease or a Jezabel as a result.

Feats

Spell Sniper, War Caster

Spell Sniper: When you cast a spell that requires a ranged attack roll, the spell's range is doubled and ignores up to 3/4 cover.

War Caster: Advantage on Constitution saves to maintain your concentration; perform the somatic components of spells even when hands are full. When opportunity attacking, use reaction to cast a spell with a casting time of one action.

Resources

  • Coins: 7 cp • 1 sp • x ep • 10 gp • 3 pp • Other coins: x
  • Gems: x
  • Inspiration: 0
  • Divine Inspiration: 2

Magic Items

  • White Dragon Scale Mail, attuned

While wearing this armor, you gain a +1 bonus to AC, you have advantage on Saving Throws against the Frightful Presence and breath Weapons of Dragons, and you have Resistance Cold.

Additionally, you can focus your Senses as an action to magically discern the distance direction to the closest Dragon within 30 miles of you that is of the same type as the armor. This Special action can't be used again until the next dawn.

  • Javelin of Lightning -- STOLEN

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.


Javelin of Lightening.jpg

  • +2 Moon Sickle (rare, melee, Druid or Ranger), attuned

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Light. 

  • Cloak of Elvenkind, attuned

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Helps counter my White Dragon Mail disadvantage at Stealth.

  • Sentinel Shield

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye. Standard +2 AC.

Equipment

Carried Equipment

  • In Hand: x
  • Worn: Nobanion Amulet, Emerald Enclave Insignia, Druid Amulet
  • Belt: x
  • Backpack: Ocarina, Holy Symbol of Myrkul
  • Armor: White Dragon Scale Mail

Stored Equipment

  • x

Lifestyle

  • Comfortable, in the Tower of Mists: (2 gp/day).

Origin

  • Contains the Essence of Myrkul. Raised in the House of the Hidden Face. Fled a necromancer who attacked and killed their mentors and trying to find the other Orphans again.

Important Individuals

  • Maithe - She is my age and is a Wizard. She has a Thing for Druid spells and we have shared secrets. I like her, she tries really hard and that means a lot. And, she is SMART and doesn't make a Thing out of it!

In fact, sometimes I wonder if she and I... well... I do like her and I miss sex and I could totally trust her... but is she into that?

Spells

  • Cantrips

Thorn Whip, Guidance, Produce Flames, Chill Touch (wizard, cast with Wisdom), Druidcraft

Thorn Whip: You create a long, vine -like whip covered in thorns that lashes out at your command toward a creature in range (60 feet). Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Chill Touch: (120 ft, sniper) You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target. If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn.

Produce Flame: A flickering flame appears in your hand, it remains for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell or take an action you can hurl the flame at a creature within (60 feet, sniper) feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druidcraft: Create one of the following effects within range: * You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. Duration: 1 round. * You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. * You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. * You instantly light or snuff out a candle, a torch, or a small campfire.

  • Level 1

Spell Slots: 4

Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease (R), Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink (R), Speak with Animals (R), Thunderwave

  • Level 2

Spell Slots: 3

Animal Messenger (R), Barkskin, Darkvision, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Animals or Plants (R), Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth

  • Level 3

Spell Slots: 3

Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone (R), Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing (R), Water Walk, Wind Wall

Can also summon Swarms.

Conjure animals.jpg

  • Level 4

Spell Slots: 1

Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Divination (R), Dominate Beast, Fire Shield, Freedom of Movement, Giant Insect, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Summon Elemental, Wall of Fire

https://5thsrd.org/spellcasting/spell_lists/druid_spells/

Leveling

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