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tyrtaeus

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  1. token_2.png.dbf52bdaf4f2875aee9560617a277f55.pngAtslah 'Rogue' Zsusunel | Divine Soul Sorcerer 2 | Lawful Evil


    HP 12/12 | AC 12 | Speed 30 | Spell Attack +7| Spell Save DC 15
    StrengthModifier: -1
    Save: -1

    Athletics: -1
    8 | DexterityModifier: +2
    Save: +2

    Acrobatics: +2
    Sleight of Hand: +2
    Stealth: +2
    14 | ConstitutionModifier: +1
    Save: +3
     12 | IntelligenceModifier: +3
    Save: +3

    Arcana: +3
    History: +5
    Investigation: +3
    Nature: +3
    Religion: +3
    17 | WisdomModifier: +2
    Save: +2

    Animal Handling: +2
    Insight: +4
    Medicine: +2
    Perception: +2
    Survival: +2
    15 | CharismaModifier: +5
    Save: +7

    Deception: +7
    Intimidation: +5
    Performance: +5
    Persuasion: +7
    20


    Features | Feats | Actions | Equipment
    CantripsFire Bolt
    Mind Sliver
    Minor Illusion
    Poison Spray
    Prestidigitation
    | 1Absorb Elements
    Animal Friendship
    Command [Fey Touched]
    Shield
    Silvery Barbs
    Inflict Wounds
    | 2Misty Step | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Metamagic

     

    The fact this creature, this abomination thought that it was worthy to critique her fills her with anger, venomous words explode in her her mind as she rages within. Outwardly, she tilts her head to the side slightly, the small smile still playing on her lips as she meets the eyes of the Changeling, the inflated price offered by the Bugbear not even worth the eyeroll he likely expected.

    "As I mentioned, I have an eye for talent, and everyone has a price; Not-For-Hire"

    Atslah draws out the name with sarcastically seductive emphasis as she casts a cursory glance at the toothy Bugbear while taking a seat in one of the chairs still facing the two of them, a cigarette appearing in her hand with a flourish, and a match appearing in her other hand with a second quick casting of Prestidigitation. Taking a deep inhale of the tab, she exhales slowly, the anger leaving her body among the plume of smoke that twists in the air before them. Holding the burning cigarette lazily out before them with her elbow pressed into the soft arm of the chair, she leans back and crosses one leg over the other, leaning back. The slight smile on her face grows crooked.

    "So, friends, you show me yours and I will show you mine"

    The exhaustion weighs heavily upon her, her frustration with herself growing further for allowing the words of the Changeling to affect her so.

    OOC

     

    To whom it may concern

     

  2. token_2.png.dbf52bdaf4f2875aee9560617a277f55.pngAtslah 'Rogue' Zsusunel | Divine Soul Sorcerer 2 | Lawful Evil


    HP 12/12 | AC 12 | Speed 30 | Spell Attack +7| Spell Save DC 15
    StrengthModifier: -1
    Save: -1

    Athletics: -1
    8 | DexterityModifier: +2
    Save: +2

    Acrobatics: +2
    Sleight of Hand: +2
    Stealth: +2
    14 | ConstitutionModifier: +1
    Save: +3
     12 | IntelligenceModifier: +3
    Save: +3

    Arcana: +3
    History: +5
    Investigation: +3
    Nature: +3
    Religion: +3
    17 | WisdomModifier: +2
    Save: +2

    Animal Handling: +2
    Insight: +4
    Medicine: +2
    Perception: +2
    Survival: +2
    15 | CharismaModifier: +5
    Save: +7

    Deception: +7
    Intimidation: +5
    Performance: +5
    Persuasion: +7
    20


    Features | Feats | Actions | Equipment
    CantripsFire Bolt
    Mind Sliver
    Minor Illusion
    Poison Spray
    Prestidigitation
    | 1Absorb Elements
    Animal Friendship
    Command [Fey Touched]
    Shield
    Silvery Barbs
    Inflict Wounds
    | 2Misty Step | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Metamagic

     

    Atslah takes a deep breath, releasing the tension in her neck and shoulders and allowing her body to relax. The travel had been cumbersome on her mental health as well as on her body, it would not do to allow herself to appear unbecoming to such an audience willing to travel to the frontiers without regard for their safety. Her mission was tantamount, navigating these waters had obviously riled her up. Perhaps an apology to the bartender would warm her to them without being a meaningful gesture. The thought drifted through her mind for a moment before she decided it would be too great a sacrifice, his lack of knowledge had been a true insult to her after all. Instead, she simply opted to move onward in conversation with the eclectically displayed changeling whom it had appeared she had insulted with her abrupt entrance to the conversation.

    "Ah, I did not mean to infer your services come cheaply, obviously natural talents and confidence should be rewarded, we live in a meritocracy after all. I have a keen eye for those with potential, and perhaps I was overeager in my approach. Though it has been a woefully long trip, a reminder to maintain ones propriety is always appreciated. I go by Rogue, though it is not my profession"

    The art of apologizing and expressing gratitude without saying anything was one of her mothers favourite lessons. Whether or not it was a transparent display was irrelevant, moderating her approach going forward would be a requirement, as she had already shown her hand briefly in engaging this ensemble, a foolish misstep that she could not afford to repeat. Her attention is caught by the red head and the pretty doll-like Warforged as the Lord of Blades is brought up in their conversation, a small matter, but one she finds most intriguing. A visionary if she had ever heard of one, and though his preaching and beliefs did not matter to her, after all, what use were the thoughts of a machine, she was remarkably envious of all he had attained. What the Lord of Blades had managed had inspired her own methods in a way, having built up a cult around itself, attaining followers that would lay down their lives for it. Inspirational. Should the signal be truly a way to connect to the legend itself, it would be a lead worth investigating.

    When the large cat interjects, offering his own hand, she 'lets' a small smile slip. What she had always enjoyed about the Tabaxi was that even in death, they were still useful as remarkably comfortable, fashionable, and importantly, weatherproof clothing.

    "I may have accidentally begun an unintended bidding war among friends, my intent was not to offer, simply to inquire, as I do believe it is important to discern the quality of the... 'piss'... as they say"

    The crass word leaves a bad taste in her mouth, but getting the point across was more important. When the officer enters the cart flanked by guards, the same tension she had just managed to shrug off once more feels as though it is weighing down upon her. The steely eyes of the Elf remind her of her mother, and her jaw tightens in a manner the woman no doubt noticed. Her tone is conversational, and she attempts to maintain an air of informality, but Atslah is no stranger to the mannerisms. The red haired woman answers the question in a manner she would find suspicious if she were standing in the place of the Elf, followed up by an answer from her clan member, which would hopefully open their conversation up to revealing more information about these reports she mentioned. Her violet eyes follow the direction the large cat indicates, falling once more upon the changeling. The value of it seemed to keep increasing before her eyes.

    OOC

    Sorry I was being dramatic after my last post, I reread it this morning and couldn't stomach the thought. I've rejiggered a little bit to be a little more palatable (for my own sake), sadly she's still a karen, but in a way I think I can actually enjoy playing. Everyone has such cool characters, I'm excited to interact

    To whom it may concern

     

  3. token_2.png.dbf52bdaf4f2875aee9560617a277f55.pngAtslah 'Rogue' Zsusunel | Noble Divine Soul Sorcerer 2 | Lawful Evil


    HP 12/12 | AC 12 | Speed 30 | Spell Attack +7| Spell Save DC 15
    StrengthModifier: -1
    Save: -1

    Athletics: -1
    8 | DexterityModifier: +2
    Save: +2

    Acrobatics: +2
    Sleight of Hand: +2
    Stealth: +2
    14 | ConstitutionModifier: +1
    Save: +3
     12 | IntelligenceModifier: +3
    Save: +3

    Arcana: +3
    History: +5
    Investigation: +3
    Nature: +3
    Religion: +3
    17 | WisdomModifier: +2
    Save: +2

    Animal Handling: +2
    Insight: +4
    Medicine: +2
    Perception: +2
    Survival: +2
    15 | CharismaModifier: +5
    Save: +7

    Deception: +7
    Intimidation: +5
    Performance: +5
    Persuasion: +7
    20


    Features | Feats | Actions | Equipment
    CantripsFire Bolt
    Mind Sliver
    Minor Illusion
    Poison Spray
    Prestidigitation
    | 1Absorb Elements
    Animal Friendship
    Command [Fey Touched]
    Shield
    Silvery Barbs
    Inflict Wounds
    | 2Misty Step | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Metamagic

     

    The pulsing in her temples as she gritted her teeth behind tightly pursed white lips watching the bartender of the lounge car pour his 'finest' wine. Swill. When she had requested one of the more acceptable houses, his blank stare had spoken volumes to her, and she had waved her hand, ordering a glass of their best. At least he had the sense to pour it into the correct glass. Her violet eyes watched the libation spill into her glass, the stream of blood red pouring from the neck, her eyes slowly moving upward to glance at the minimalist label, a design choice that made her dread this decision all together. Once the steward stepped back, holding the bottle against the cloth so as to display the label, she averted her eyes to avoid the disgrace of the bottle. Placing the stem between her middle and ring finger, she pressed the base of the glass against the wooden bar and swirled the wine inside the glass, before lifting the glass to her nose, letting the aromas wash over her. Her top lip curled into a slight sneer, displeased at the lack of complexity.

    "Khorvaire is broad and ancient, vines that can be dated back to the Empire of Dhakaan and are said to produce wines that can bring one to the edge of ecstasy; Even House Ghallanda produces wines fit for kings. I was lead to believe that this was the luxury lounge, so tell me, just where is the luxury to be found?"

    With a flick of her long black hair, she turns her head away from the stammering bartender and looks to the rest of her supposed companions travelling with her on board the train. The cabin she had been provided was spacious enough, and she had spent many of the past hours isolated within it, planning ahead, admiring the desolate scenery that reminded her so much of home. The rolling fog that seemed to sweep across the land was unfamiliar in the desert landscapes of the Demon Wastes, but she found it to be quite alluring in its unsettling nature. It danced and coiled between the jutting rocks and crumbling crevasses that scarred the otherwise flat scenery. It was only when she was startled awake by the sounds of laughter and conversation beyond the door to her cabin that she had realized the weakness she had displayed in her complacency, and had decided to leave the confines and comfort of the cabin to see what sort of riff raff she was travelling with.

    A growing collection of said riff raff had very recently spoken of something she was quite keen on being a part of. The crash site of the Gigantic was the reason she had boarded this low class vehicle in the first place, eager to squeeze information out of one of the scholars on board. Narrowing her eyes, Atslah studied the group. Immediately her eyes fell upon the Dragonmarked members, valuable people, their existence was a gateway to powerful families which could be of use to her. The red haired woman in the black dress was very pretty, though her appearance and the way she carried herself seemed to be at odds. The other House Cannith member she was addressing would have looked at home in a workshop, a tradesman of some sort she presumed. Though neither would be the types she would address in any other circumstances, their familial ties were significant. The Bugbear was a different matter. The Demon Wastes had no short supply of his barbaric race, and while they were useful as soldiers and sacrifices, she had never deigned one worthy of consorting with. Though in times such as these, when her isolation made safety questionable, such a beast would be perhaps worthwhile. 71ca1ba1e7ce121808dc958de300335e-removebg-preview.png.76ce0c9ca42d2ff4a5f45045283a92b8.png

    She brought the wine to her lips once more as she continued her mental assessment, but winced at the unbalanced structure of the putrid liquid and placed the glass back atop the bar, swallowing the little she had in her mouth, as it would be unbecoming of a lady to spit. Taking a deep breath and deciding to take the high road by not throwing the glass at the wall in disgust, she turned her thoughts back to what mattered. The cat struck her for a moment, the stories of the Rakshasa having been taken to heart, her eyes darting to the hands to confirm that she was not in fact in the presence of a trickster outsider, merely a slightly overgrown housecat. The final member of the carriage in the conversation was not entirely familiar at first, but given the audaciousness and complexity of their appearance, Atslah was aggrieved to recall the existence of Changelings. No less irksome than Rakshasa, but far more common. All in all, she was not disappointed with the menagerie, and instead of returning to her cabin to brood, she decided to grace them with her presence. Standing, she let the haute couture travelling cloak fall around her, revealing her short, flowery dress.

    "The crash site is also my destination, if there are services to be negotiated, I would hear your price"

    The sound of a soft bell rings clearly through the noise of conversation and rhythmic hum of the train, drawing her attention to the side to see the soft features of the puppet. A Warforged. Her family had quite a few in their collection, admirable pieces of art and useful workers. It was said they had souls, though it would not have changed her opinion of them being nothing more than tools. Whoever had designed this one had taken significant care to detail it in such a gentle manner. A weapon was a weapon, no matter the design.

    OOC

    A little long

    To Whom it May Concern

     

  4. token_2.png.dbf52bdaf4f2875aee9560617a277f55.pngAtslah 'Rogue' Zsusunel | Divine Soul Sorcerer 2 | Lawful Evil


    HP 12/12 | AC 12 | Speed 30 | Spell Attack +7| Spell Save DC 15
    StrengthModifier: -1
    Save: -1

    Athletics: -1
    8 | DexterityModifier: +2
    Save: +2

    Acrobatics: +2
    Sleight of Hand: +2
    Stealth: +2
    14 | ConstitutionModifier: +1
    Save: +3
     12 | IntelligenceModifier: +3
    Save: +3

    Arcana: +3
    History: +5
    Investigation: +3
    Nature: +3
    Religion: +3
    17 | WisdomModifier: +2
    Save: +2

    Animal Handling: +2
    Insight: +4
    Medicine: +2
    Perception: +2
    Survival: +2
    15 | CharismaModifier: +5
    Save: +7

    Deception: +7
    Intimidation: +5
    Performance: +5
    Persuasion: +7
    20


    Features | Feats | Actions | Equipment
    CantripsFire Bolt
    Mind Sliver
    Minor Illusion
    Poison Spray
    Prestidigitation
    | 1Absorb Elements
    Animal Friendship
    Command [Fey Touched]
    Shield
    Silvery Barbs
    Inflict Wounds
    | 2Misty Step | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Metamagic

  5. 3054807-9113764759-robin.png.183041fd85c8819f1b0453ce3c0a74d0.png

    Atslah 'Rogue' Zsusunel

    Yuan-Ti Pureblood | Noble | Lawful Evil

    Divine Soul Sorcerer 2

    Scorned Yuan-ti princess in search of the lost crown that will restore her family to the throne of her homeland that they have been exiled from for centuries

    Personality

    • Sanctimonious | There is only one family with the god given right to the throne of her homeland, and it is the Zsusunel line of which Atslah is a member of. The divine right to rule has been ingrained in her since birth, and that right is something she oft displays in order to get her way. No one can stop a princess from doing what she must.
    • Supercilious | The divine right to rule means one must occasionally shoulder the burden of interacting with the commonfolk, more-so now than ever given the regrettable fallen status of her royal heritage. While exiled from her home, her family still maintains the wealth expected of royalty, and she has lived lavishly from birth. The sight of the unwashed masses displeases her, but she is a member of a royal bloodline, and her presence must uplift those around her.
    • Manipulative | While the thought that she is above all is ingrained in her, she understands that without others, there would be no one for her to rule over. This means fighting her base urge to disparage and berate the smallfolk. Instead, she uses her keen insight to cast doubt, form friendships, earn followers, and leave a staggering impression. Truth and lies are no less dangerous than spells, and whatever words or actions are required will be utilized to navigate the circumstances in her favour. Her title as an exiled princess does not serve her outside of her home, and as much as it pains her, casting it aside has become a requirement.
    • Thorough | Dangerously intelligent, well trained, and fiercely determined to the detriment of those who do not lack the will to persevere, Atslah throws herself into every action with a passion unexpected of the cold-blooded Yuan-Ti. There is no piece of information that can not be used in some way or another, and anything that can be used in order to achieve her goals and place her on her families rightful throne will be exploited to its full potential.
    • Perfectionist | Growing up as the rightful heir to the throne, raised by bitter parents who had given up their own dreams of attaining their rightful status, the expectations placed upon her from birth were greater than any could hope of achieving. This has instilled in her a burning anger that is focused solely on getting what she wants, no matter the cost. There are always improvements that can be made in one way or another, being satisfied with something just because it works is the attitude of the weak willed.
    • Strong-Willed | There is no other option than to succeed or to die. Even as a child she held firm on the belief that to step back meant death. Pain is nothing in the face of failure. The acrimonious expectations of her entire family weighing down upon her must be shouldered, and to continue onward without breaking beneath them require her to be un-bending in all facets of her life.
    • Dedicated | Once she has decided upon a goal, the entirety of her being will be dedicated to achieving it. Gaining her crown is the singular goal at the end, but every day brings new challenges, and these challenges are faced with no less determination, as though overcoming this new challenge would be the one to return her family once more to the royal status they so craved.
    • Eloquent | Education has been a significant part of her life, from birth she has been tutored in the arts and sciences, and most importantly, how to lead. Her words are weapons as much as her magic, and she chooses them wisely. Atslah uses complicated words and phrases, and speaks with propriety, refusing to use contractions or slang in a show of superiority and refusal to be associated with any class less than royalty. Though she does not use curses or crass words and phrases, she is adept at insulting and dressing down others and in fact, prides herself in this skill. While she abhors speaking with improper function, she is a chameleon in her mannerisms, adapting whenever necessary.
    • Enthralling | Atslah is a captivating woman in both looks and personality, and whether or not people can abide by her sharpness, pride and sometimes viciousness, they cannot deny the shining charisma that she embodies. Whether it is her beauty or fierce determination that draws people to her is irrelevant to her as long as people listen and obey. The cult of personality that has formed around her and the legend of her families banishment in the new homeland of her family has only further cemented the belief within her that she is the rightful heir to her families throne, and that when she has grown strong enough to bring upon the challenge to the counterfeit court that now rules their kingdom, the people will celebrate her return and her inevitable ascension to the throne.
    • Grateful | The isolation of her upbringing and the shameful failures of her forebears have forced Atslah to become an independent woman who expects nothing from those around her, and given her abilities and will, there are very few who are willing or able to meet her nigh-impossible expectations that she places upon herself and others. Those that she deems worthy are rarely able to glimpse at the broken woman beneath the iron facade that has been tempered by incalculable pressure. Calling someone a friend may be the only challenge even she is unable to face.

    Appearance

    • Pure-Blood | The Yuan-Ti are often portrayed as snakelike monsters full of scales and venom, and while Atslah could technically fall into that same category, thanks to her Pureblood genetics, she appears to be much closer to Human than many would ever expect. Looking closely at her, one would recognize the hairlessness and lack of pores, and instead see the faint diamond outlines of her scales pattern her pale skin. Her back, which she generally keeps covered, is more obviously scaled, with the emerald and pearlescent flesh of her royal lineage being much more recognizable as evidence of her bloodline.
    • Elegant | Standing at six feet three inches, she stands quite tall, and with proper posture and an eye for detail in her appearance, she cuts a dramatic figure of elegance and beauty. Her dark hair and features echo a beauty of an foreign land, and her sharp eyes and fierce expressions demand authority. Her elegance is an extension of her confidence, and with such charisma emanating from her at all times, her dazzling appearance and presence can draw all eyes in a room.
    • Fashionable | A princess means to maintain her composure at all times, it is a requirement of someone of her standing. Her fashion is forward thinking and without genre. Though she is no longer at home among her endless supplies of clothing and accessories, she is a capable seamstress and has learned to be a remarkably thrifty shopper. Her innate sense of color and texture in matching garments is enviable, and her ability to perfect the ensemble with matching accoutrement is second to none. All things considered, she finds these skills to be part of her royal regiment.
    • Athletic | Though her focus is primarily on studies and spellcasting, she has not let her physical training falter. Though she is not physically powerful, her stamina is considerable and she is very quick on her feet. Part of growing up as a displaced noble, was learning how to defend herself from the most animalistic of attacks, when magic suffers and help cannot be found. The abuse disguised as self-defense tutoring was harsh and painful, but it did as promised, giving Atslah the foundation needed to fight tooth and nail against the endless enemies her family warned her against.
    • Confident | Back unbowed, chin high and shoulders back, Atslah walks through life as though she owns the world around her. Her body language speaks to the unwavering resolve behind her actions, holding herself as the queen she is destined to become. Her actions are forthright, and she is quick to action, believing in her divine favournof the gods that any act she makes is the truest.
    • Graceful | Royalty demands respect in and of itself, but distinguishing oneself only through title alone is ignoble. Her confidence and elegance are aspects of her physicality that come from her blessed Bloodline, but her gracefulness? Her artful form and dialectical body language? All practiced and perfected talents, all of which focused solely on probing herself above all others.
    • Mercurial | The demands she places upon herself are rigorous, and it is through that rigor that Atslah has managed to develop a degree of cunning that is unrivaled. Her ability to shape herself into whatever form is needed to fit the circumstances required are unparalleled. While she prefers the elegance and beauty of her royal line, if she must fit in the with the baser classes in order to get what she wants, then she will do so, her pride demands it. An actor who is willing to do whatever is necessary to be the perfect piece for the puzzle.

    History

    Claiming to be direct descendants of the Great Wyrm Jörmungandr , the Zsusunel clan use this alleged ancestry to decry their lost status as Yuan-Ti royalty. Though the past generations of the clan since their banishment have been weak and pathetic, when Atslah was born with cold blood of sorcery in her veins, she was seen as the progenitor of the next generation of the kingdom, the one who would reclaim their rightful place upon the scaled throne. Her father, a weak man, claimed his piousness was the answer to their betrayal, though he received no answers to his prayers, and the Great Snake never once granted him an iota of power. Outwardly he preached and lorded his status over all the remaining followers of his clan, but inwardly, he had lost faith long before Atslah was born.

    Thankfully, the princess was raised by her mother, whom, though lacking in power, made up for it in guile. The woman was far more snakelike than her pureblood form would ever let on. In her earliest memories, Atslah can recall her mothers vicious cruelty and unattainable standards. There was no excuse for anything but perfection in any task set in front of her. All of her education was under the supervision of her mother, who had more than a few tutors executed for dissatisfactory handling. Any caretaker that showed anything other than cold efficacy regarding her was put to death before her eyes to ensure that by the time she was a teenager, life and death were meaningless in the face of the damage done to their reputation

    Her magical abilities were prodigious, but under the tutelage of her mother, she became a fierce diplomat, whose chosen weapons were words. The only freedoms allotted to her, were in her dreams. One of which repeated. The Great Wyrm ascending, and coiling around her head and neck, draping itself over her, declaring her the rightful queen of her people, before her, the entire country would bow, the throne behind her built out of the bodies of her forebears. If her mother was not still a useful tool, she would have perhaps began the throne with her. Instead, she focused on learning and acquiring power, but though her lessons were full of intrigue and knowledge, none of her family could properly educate her on her powers beyond the most meagre of magical spells.

    Their weakness was reason enough for her to leave in order to acquire power. Of course they attempted to stop her, but even with her limited repertoire of spells, the Great Wyrm had gifted her when all others had been forsaken. Leaving the Demon Wastes behind her, she began her adventure east to discover what the rest of the world had in store for her, and what she could take from it in order to restore her pathetic fallen nation back to the legendary status it once held. Sharn was the obvious destination. The largest city in Khovaire, full of the most powerful spellcasters and aristocracy, the perfect place for her to test her skills. It was not difficult to seduce her way into high society, nor was it difficult to acquire names and details of people who could help her, but she was disappointed to discover that those who were necessary to reach the next stage of her development were on board an airship named the Gigantic, which had very recently found itself in quite the predicament.

    Plothook: A powerful sorcerer and historian was aboard the Gigantic when it went down, Atslah has reason to believe that this man could help her harness her abilities and may be in possession of hidden knowledge of the Demon Wastes that could lead her to the Crown of Jörmungandr  that will unite her people beneath her.

    Loyalties: To herself and her kingdom, she would sacrifice anyone who would stand in her way of the crown.

    Is Might Right?: Absolutely, a fact the gods themselves recognize when granting power to their chosen. Divine Right to Rule is only given to those powerful enough to take it.

    Deity: The Sovereign Host and the Dark Six, even the Progenitor Dragons, all of them are meaningless before Jörmungandr, though going back far enough in the kingdoms history would reveal that Jörmungandr is in fact the Progenitor Dragon Khyber, unbeknownst to Atslah and her family.

    Music: Atslah is unsettling and disquieting at times, when her viciousness or indifference are on full display, but when her elegance and charisma on full display people pray upon the altar of her. The domineering aspect of her personality is throughout.

    Statistics

    StrengthModifier: -1
    Save: -1

    Athletics: -1
    8 | DexterityModifier: +2
    Save: +2

    Acrobatics: +2
    Sleight of Hand: +2
    Stealth: +2
    14 | ConstitutionModifier: +1
    Save: +3
     12 | IntelligenceModifier: +3
    Save: +3

    Arcana: +3
    History: +5
    Investigation: +3
    Nature: +3
    Religion: +3
    17 | WisdomModifier: +2
    Save: +2

    Animal Handling: +2
    Insight: +4
    Medicine: +2
    Perception: +2
    Survival: +2
    15 | CharismaModifier: +5
    Save: +7

    Deception: +7
    Intimidation: +5
    Performance: +5
    Persuasion: +7
    20

    Racial Features

    Innate Spellcasting

    You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Magic Resistance

    You have advantage on saving throws against spells and other magical effects.

    Poison Immunity

    You are immune to poison damage and the poisoned condition.

    Darkvision

    You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Class / Background Features

    Position of Privilege

    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Divine Magic

    Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

    • Inflict Wounds

    Favoured by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

    Sorcery Points

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

    Sorcery Points

    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

    • A 1st level Spell Slot cost 2 Sorcery Points
    • A 2nd level Spell Slot cost 3 Sorcery Points
    • A 3rd level Spell Slot cost 5 Sorcery Points
    • A 4th level Spell Slot cost 6 Sorcery Points
    • A 5th level Spell Slot cost 7 Sorcery Points

    Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

    Feats

    Fey Touched

    Your exposure to the Feywild's magic has changed you, granting you the following benefits:

    • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
    • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

    Spells

    Cantrips

    • Fire BoltEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Mind SliverEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Minor IllusionEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Poison SprayEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • PrestidigitationEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Level 1

    • Absorb ElementsEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Animal FriendshipEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • CommandEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
      [Fey Touched]
    • ShieldEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Silvery BarbsEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Inflict woundsEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Level 2

    • Misty StepEvocation cantrip
      Casting Time:1 action
      Range:120 feet
      Target: A creature or object within range
      Components: V S
      Duration: Instantaneous
      Description: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
      [Fey Touched]

    Level 3

    • Level 3

    Level 4

    • Level 4

    Level 5

    • Level 5

    Level 6

    • Level 6

    Level 7

    • Level 7

    Level 8

    • Level 8

    Level 9

    • Level 9

    Equipment

    Scholar's Pack

    Thieves' Tools

    Bedroll

     

  6. It's a shame, but I guess inevitable, I'm going to have to save Katya to use somewhere else cause she was a treat to play. Good luck in future game, maybe we'll play again together soon. Thanks very much for running the game as far as you did @Shocker, for what it's worth, I enjoyed it.

  7. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Her mandibles chitter as she hears the Gnome cackles loudly while it attempts to skewer her companions, attached to the ceiling just above it, she decides that the offender is not going to stop without intervention, as he clearly does not care for their words. Moving a little further behind him, she loses her grip on the ceiling as her body begins to change forms once more as she falls through the air, rotating so that when her large bear paws hit the ground and room shakes from the weight, she is standing, many heads taller than the Gnome before her, whose weapon is facing forward at her friends.

    "Grrrrrrr....."

    The low grumble escapes her throat, and the strength she feels coursing through the rippling muscles of the bear form are intoxicating. The gorilla form had felt strong, the wolf form had felt swift, but as a bear? It felt unstoppable. As gently as she could, she moves to grapple the Gnome, hoping to pull him away from the machine and to end the onslaught without her friends getting hurt, or upsetting any of the other Gnomes that would likely take the assault of their companion as a slight towards them. This was a peaceful mission, no matter how hard others would try to make it. If the Gnome was trapped in her grasp, she would simply lift him off of the platform and hold him there, forcing him to listen to them.

    Well, not to her. The bear form was many things, but eloquent was not one.

     

    spacer.png

    Movement: 5ft behind the Gnome

    Action:

    Attack: Grapple +4 (STR)

    Bonus: Wildshape second transformation into brown bear

    OOC: Observant feat

    Weird question, but do the butterfly wings stay in wildshaped form?

    Show this

    image.png.565aee73ff50872140533e75102a5b1a.png

     

     

     

     

  8. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Katya is not so sure what is up ahead, but given the sounds of war machines echoing through the cavern and the reaction from the others in front of her, she is quite certain that there is trouble ahead. From behind the rest of the group, she fumbles with what to do, before deciding that maybe she would just be in the way, and that since it does not seem as though Makaria was not successful in her attempt at persuasion, perhaps another route is required. Her body begins to shrink as she once again allows the magic of the Wildshape to flow through her. Though she does not know whether or not the the strange magicks of the Rock would affect her as they had before, she hopes for the best that it will not backfire. The familiar feeling of her blood cooling and the excess of limbs becoming normal in her mind occurs, as the shape of the spider forms in her place, though not the large spider she had transformed into once before, but a tiny one, that could hide in the cracks and crevices of the cave as she begins to crawl up the wall as fast as she can. Though she travels fast, her size makes the distance so much more, but she crawls along the ceiling, stopping above the gnome, hoping that it did not witness her movement. Whatever it is the Gnome has planned, if it tries to hurt her friends, she will not hesitate to stop it if need be.

     

    spacer.png

    Movement: 20ft right above the gnome

    Action: Stealth +4 [oof]

    Attack:

    Bonus:

    OOC: Observant feat

    Show this

    image.png.c823a41ea427479d73252353be37a41a.png

     

     

     

     

  9. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Katya wrings her hands at the back of the line, feeling quite disappointed with their visit so far, so much so that her brand new set of butterfly wings wilted sadly over her shoulders. While she was sorting through her feelings, the sudden urgency in the voice of Gilavar brings her back to her senses, and she begins to back off to give everyone room to back up as well.

    "What's going on?!"

    She can hear an unfamiliar language being shouted in the room, but had not prepared anything that could possibly allow her to discern what was being said. The only thing she could tell, was that it was not friendly. With enough space between her at Makaria, hopefully Vala and Gilavar will have no issues getting out of the way of whatever was causing the issue.

     

     

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    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  10. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    The Princess smiles warmly and accepts the bread with curiosity, inhaling the strange but alluring scent, and admiring the intriguing color before breaking a piece off of the end and readying herself to take a bite when Vala interjects. Gladly handing the piece over, she breaks off another small handful and begins to frown at her companion who chastises the Chef for their lax attitude towards their home security.

    "Vala I hardly think this is appropriate, we are guests and they have shared their food, any issues we may have should be settled at court, not over broken bread, to accuse them of leading us into traps, I should hope your concern is outweighing sense"

    The stern look upon her face is unfamiliar, and she does not like the feeling of reprimanding her friend, but guests right was tantamount in her Kingdom, and she could not help herself, even if it meant standing up to her comrades.

    "We mean no disrespect Tervaround; Cryovain has tensions high, hence the haste in our warning"

    While some part of Katya squirms in the face of conflict, the royal blood boils in her veins as even for one moment, she feels as though she reached into the world her father had lived in as a king.

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  11. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Katya feels her lower lip tremble as she resists the urge to pout, but is unable to do anything to prevent the tips of her new butterfly wings from sagging in disappointment at the urgency with which the Gnome is trying to shoo them from their lands. Even her enjoyment of the sounds of their names is not enough to lift her spirits, dampened at being dismissed. Above all else, the smell of fresh bread reminds her of stealing into the kitchens back in her home in the middle of the night to take her fill of the fresh bread resting in the ovens being prepared for the morning breaking of the fast. The Princess had hoped no one ever got into trouble for her midnight snacking, but considering the bakers were always in a good mood, she suspected that her activities were well known and planned for, and if not, at least forgiven by her father. The rush of memories helped alleviate some of the disappointment, but the lingering sadness would not be remedied without at least trying the bread. As the rest begin to head out, she hangs back and leans over to speak with Tervaround.

    "We have travelled a long distance to get here, would it perhaps be too much to ask to sample some of this marvelous smelling bread? We do not mean to offend in our questions, and I for one am truly curious about you and your peoples, your creativity is known throughout the world and is truly inspiring"

     

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  12. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    The Druid is concerned that their warnings have been heard before, yet not taken seriously, and she wonders who the 'bossy' woman was that had tried to warn them before. Perhaps Adabra had been busy while they had gone to see the Dwarves, though it did not seem likely. When the Gnome makes the claim that no Dragon could harm Gnomengard, she feels a knot in her stomach at the memories of the same bravado that the knights of her home claiming the same. The topic swiftly moves to her wings once more, and she feels them flutter again at the mention, looking down to Panana with a soft smile, much preferring their tone.

    "I did not acquire them until I was attempting to cast a spell to assist us in finding you all, I should have known such a powerfully magical place would cause some magical feedback, but I am ever so glad I kept my hair"

    She looks at Tervaround, questions in her eyes.

    "If Gnomengard truly is impervious to Dragons, then perhaps we could speak to the king to find some way of protecting all the poor folk who are unable to defend themselves"

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  13. dA.png.04c052962d7b2fe092d978a9d7552e0a.png

    CURRENT HP

    TOTAL HP

    CRITICAL INJURIES

     

     
    SERIOUSLY WOUNDED    
    -2 TO ALL ACTIONS WHEN SERIOUSLY WOUNDED

    ADDICTIONS

    DEATH SAVE    
    ARMOR SP PENALTY
         
         
         
    HANDLE ROLE
    ROLE ABILITY

    STATISTICS

    INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
                           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
           
    BODY SKILLS LVL STAT BASE
           
           
           
           
           
           
    CONTROL SKILLS LVL STAT BASE
           
           
           
           
    EDUCATIONS SKILLS LVL STAT BASE
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
    LIBRARY SEARCH 5 5 5
           
           
           
           
           
           
           
           
           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
           
           
           
           
           
    AWARENESS SKILLS LVL STAT BASE
           
           
           
           
           
           
           
           
           
           
           
           
    PICK POCKET 5 5 5
           
           
           
           
           

     

  14. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Katya is practically vibrating with excitement at the prospect of meeting the Gnomes when Gilavar ushers them into the room, as the others make their introductions, wanting to wave enthusiastically, she instead opts to attempt to keep a calm, professional expression on her face, the kind she had been taught to wear when introducing oneself for the first time. Unfortunately, even the mention of the ruinous Dragon is not enough to dampen her spirits as her wings flutter rapidly in a short tremorous fashion, ruining the visage of a consummate royal she is attempting to portray.

    "It is wonderful to meet you Tervaround, and all of you as well, I am Katya, and it is my companion says, Phandalin and all of the surrounding lands are facing devastation under the wrath of Cryovain, a white Dragon that leaves naught but devastation and pain in its path, one I seek to stop..."

    She pauses, wondering how to express her interest in the culture and magic of the Gnomes right after her exposition.

    "However, while we are here, we would love to learn about your culture and magic"

    She points over her shoulder to the fluttering butterfly wings.

    "These for instance, I would love to repeat this spell"

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  15. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    The dining room looks quite inviting considering they currently found themself in a cave, though the Druid was quite happy to note that the cavern was much cleaner than the ancient ruins the Dwarves had requested they spelunk through. Makaria comments on her wings, which flutter whimsically as she smiles in return, having a feeling they were akin to a dogs tail moreso than extremities. As they investigate the cabinet, Katya wanders further up the pathway leading from the dining room, a small voice in the back of her mind reprimanding her for being so casual about such a place, but the euphoria of exploration in such a marvelously magic place overtakes her rational mind. Gilavar is ahead up the short path, and Katya begins to wander down the other, hands clasped behind her back, soft brown eyes hoping to see more interesting Gnomish things. Maybe she should try and cast a spell to see what other things the strange magical grotto would do. This idea was too irrational, even for her piqued curiosity.

    "I do not think if anyone lives here, there would be traps, though I must say, I imagined their furniture to be much more... Delightful? Such heavy wood seems so Dwarvish"

    She pouts slightly at the thought, though recognizes her childish hopes of the Gnomes having a completely fantastical and alien lifestyle would be quite impractical.

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC: Observant feat

     

  16. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Following absentmindedly behind the others, the Druid is too focused on her new extremities to participate much in their conversation. Feeling the flex and flow of the powerful and yet dainty wings as the currents of air pass beneath and above. Though she can take many forms of animals, flight is something still beyond her powers, but with these...? Though their entrance to the cave dampens her plans somewhat, as there is little room to maneuver, let alone take flight, Katya still takes every moment to get used to her new appendages. The amplified noise of the waterfall heightens her nervousness as they head deeper into the tunnel, the discomfort of knowing that using magic in here could backfire on them an ever burning worry in the back of her mind.

    "I wonder, if we are truly near Gnomegarde, if they already know we're here? Surely the Wild Magic disturbance is something they can detect"

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC:

     

  17. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

     

    Pleased the others are agreeable to her plan, Katya prepares herself for the task at hand. While clearing a patch of soft loam of small stones ready for sitting, she turns to face Vala with a warm smile, responding to her question.

    "No, in fact, this reminds me of the Druids Grove I used to frequent back near my home, but even if things are similar, nature has so many secrets I can never see the same thing twice. And after the ruins, this feels quite refreshing"

    Deciding that she has made a comfortable spot, the Druid sits calmly in the clearing, before nodding at Gilavar and his plan, before placing a finger over her lips and closing her eyes with the rest of her companions around her while she focuses her magic on the spell. Tuning into natural energies that surround them, listening to the voices of the trees and animals, and even hearing the spirits of nature in the surging roars of the waterfalls. The Princess frowns, feeling powerful energies very soon after focusing her magick, knowing that this feeling should take longer, but the sheer intensity of the magicks here are overwhelmingly intense, and as the energy within her body is molded just enough to cast the spell, she is overcome with the wild, barbaric nature of the magicks that surround them and her eyes open wide in shock as the world shimmers around her.

    "Goodness!?"

    FZKdnEoXwAEyWTr.png.6f42c4ec30d043c44336f6ba90798a64.pngIt is not the same feeling as a Druidic transformation. In fact, if it were not for the ripping of the fabric of her clothing and the shock of the others, she may have even deceived herself into believing she had worn the magnificent pair of butterfly wings all of her life with how natural it felt to have them. Her honey brown eyes wide with shock, she stares at one of the wings over her shoulder for a moment before slowly prodding the new extremity with confusion and wonder. She looks to Makaria, the other spellcaster in her group to see if she has insight, but the Tiefling seems to be as unaware as herself.

    "This... This is not any of my own powers, but this place is absolutely drowning in magic, so much so that any spells performed here seem to be interfered with... They are truly beautiful, I wonder how long they will last?"

    tc220rqbu3l71.jpg.e09a2b085c1c16e1315e6b22490abb19.jpgThe confused look on her face gives way to one of excited wonder at the suggestion from the warrior, her eyes seemingly glimmering like the surface of the waterfall in the sun.

    "You think I can fly?!"

     

    spacer.png

    Movement:

    Attack:

    Bonus:

    OOC:

     

  18. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


    AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
    Senses: Passive Perception 20, Insight 15, Investigation 19
    STR: Score: -1
    Athletics: -1
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | INTScore: +2
    Arcana: +2
    History: +4
    Investigation: +2
    Nature: +4
    Religion: +2
    :
     14 | WISScore: +3

    Animal Handling: +3
    Insight: +3
    Medicine: +5
    Perception: +5
    Survival: +3
    :
     16 | CHAScore: +2

    Deception: +2
    Intimidation: +2
    Performance: +2
    Persuasion: +4
    :
     14 

    Languages: Common, Elvish, Draconic, Druidic


    FeatsObservantQuick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















     
     | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
    Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:

    Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
    When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
    You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
    <1/2>
    Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















     
     | ActionsWeaponATTACK: -
    RANGE: -
    MAGIC BONUS: -
    CRIT RANGE: -
    DAMAGE: -
    TYPE: -
    DESCRIPTION: -













     
     | SpellsCantrips
    GuidanceGuidance
    Divination Cantrip
    Casting Time: 1 action
    Range: Touch
    Target: One willing creature
    Components: V, S
    Duration: Concentration, up to 1 minute
    Description: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.

    DruidcraftDruidcraft
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 30 feet
    Target: See text
    Components: V,S
    Duration: Instantaneous
    Description: Whispering to the spirits of nature, you 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. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 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 <3/3>
    Speak with Animals
    Cure Wounds
    Entangle
    Detect Magic



     

    f

    The young Druid does nothing to contain her admiration of the beautiful countryside that theybfind themselves in when they come across the fascinating glade and waterfall. Unable to contain her 'Ooo's and 'Aah's, Katya spends more time inspecting the natural geography and flora of the area than for any Gnomes, but as they eventually discover an artisannaly camouflaged path, her excitement grows, hesitating only once at thr firs steps of the hanging bridge. Before they venture further, she clasps her hands together and pauses.

    "Wait one moment please, if you'd allow me pause for a few minutes, I would like to cast a ritual to allow me to Detect Magic, that way I can save my magic for healing if we find ourselves in trouble later down the line"

    They had spent much of the day walking and searching. Another ten minutes to ensure they were not taken in by Gnomish illusions would be no sacrifice.

     

     

     

    spacer.png

    Movement:

    Attack:Cast Detect Magic as a ritual [10 minutes]

    Bonus:

    OOC:

     

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