Orresa Springsilver

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Oressa Springsilver
Race: Shield Dwarf, Class: Druid (Circle of the Fountain) 5th
Background: Hermit, Alignment: Neutral Good
Patron Deity: Eldath, Sharindlar
Factions: None
Ability Scores
Strength 12 (+1), Dexterity 13 (+1), Constitution 16 (+3);
Intelligence 8 (-1), Wisdom 17 (+3), Charisma 12 (+1)
Bonus: +3
Saving Throws: Intelligence & Wisdom
Skills: Animal Handling, Insight, Medicine (dbl), Survival
Tools: Brewer's supplies, Herbalism kit, Cook's utensils
Languages: Common, Dethek, Druidic, Sylvan
Armor: Light armor, medium armor, shields (non-metal only)
Weapons: Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, plus battleaxe, handaxe, throwing hammer, and warhammer
Darkvision 60ft, Dwarven Resilience, Dwarven Combat Training, Tool Proficiency, Stonecunning • Discovery (Silver Spring) • Druidic, Spellcasting, Wild Shape (CR 1/2, no flying), Druid Circle (Circle of the Fountain)
Club: +3, 1d4+1, Light
Shillelagh: +5, 1d8+3
Sling: +3, 1d4+1 bludgeoning (1d6+3 bludgeoning), Ammo (30/120)
Armor Class: 15, 17 (with shield), Initiative: +1, Speed: 25 ft
Hit Points: 50, Hit Dice: 5d8
Personality Traits: I feel tremendous empathy for all who suffer
Ideals: Greater Good: My gifts are meant to be shared with all, not used for my own benefit.
Bonds: The Silver Spring: The sanctity of this sacred and wondrous site is of the utmost importance.
Flaws: Judgmental: I judge the ways of others too harshly sometimes, and do not hesitate to communicate my thoughts.

Inside myself is a place where I live all alone and that is where I renew my springs that never dry up. -Pearl S. Buck


Dwarven Traits

  • Darkvision: 60ft
  • Dwarven Armor Training: Proficiency with light and medium armor
  • Dwarven Resilience: Advantage on saves against poison. Resistance to poison damage.
  • Dwarven Combat Training: Proficiency with axes and hammers
  • Tool Proficiency: Brewer's supplies
  • Stonecunning: Considered proficient in History skill and double Proficiency bonus when making Intelligence (History) tests related to the origin of stonework.

Druid Traits

  • Druidic: Knowledge of the secret language of druids that can be used to leave hidden messages. DC 15 Wisdom (Perception) check to notice such messages, but cannot decipher them without magic.
  • Spellcasting: DC 14, +6 • 3 Cantrips • Spells/Day: 4/3/2
  • Spells Prepared: 8/8
    • Cantrips: druid craft, poison spray, shillelagh, spare the dying*, shape water*
    • First Level: absorb elements, faerie fire, create/destroy water*, cure wounds*, speak with animals
    • Second Level: aid*, barkskin, prayer of healing*, protection from poison, spike growth
    • Third Level: revivify*, tidal wave, wall of water*, water walk
  • Ritual Casting: May cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared.
  • Wildshape: 2 per long or short rest. May assume the shape of an animal of up to CR 1/2 with no flying or swimming speed. May remain in form for up to (half druid level) hours. Bonus action to revert to normal form or if rendered unconscious, animal form drops to 0 hit points, etc.
    • Known Beast Shapes: Badger, boar, crocodile, elk, mastiff, weasel

Circle of the Fountain Traits

  • Additional Cantrips: Gain spare the dying and shape water cantrips.
  • Enchant Water: When preparing spells after a long rest, may choose to expend any amount of spell slots to enchant vials of water with healing magic.
    • Drinking the water restores 1d8 per spell level invested, plus Wisdom modifier in hit points.
    • When healed by an enchanted vial, considered to have been healed by a spell cast by me.
    • When taking a long rest, all enchanted vials lose their magical properties and become water again.
  • Circle Spells: Always have aid, and cure wounds prepared.

Hermit Traits

The Silver Spring
  • Discovery: The Silver Spring. Oressa followed the whispers of her goddesses - or dreams where she thought she heard them - that led her to a secluded forest glen protecting a healing spring of some strange magical origins.


  • Medic: +1 Wisdom • Double proficiency in Medicine • During a short rest, may clean and bind wounds of up to six willing beasts and humanoids; make a DC 15 Wisdom (Medicine) test to grant creatures the ability to trade first hit die roll for maximum result instead.


  • Coins: 0 cp • 0 sp • 0 ep • 24 gp • 0 pp • Other coins: 0
  • Gems: None

Magic Items

  • Cloak of Protection: +1 AC and Saves

Stored Wealth

  • 120gp


Carried Equipment

  • In Hand: wooden shield, club
  • Worn: hide armor, sprig of mistletoe (in hair)
  • Belt: sling, pouch of sling stones (40)
  • Backpack: wooden tankard, healer's kit, cook's supplies, herbalism kit, brewer's supplies, a child-sized kaleidoscope
  • Pouch: 2 potions of healing

Stored Equipment

  • None


  • Wretched: (0 gp/day). They call my way of living wretched, but I prefer to dwell in the wild places, away from everything.


  • x

Important Individuals

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