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Chapter 2: Better heroes (IC)


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You all meet as agreed at Avram's stable, the noon sun shines down on the cart properly fixed to the the mules harness.

 

The four spoked wheels appear to be in good condition, and have new looking iron hoops around them. The open cart allows for the transport of many goods, or even people if they don't mind traveling on the floor. This is a contraption that was built for roads, but might still serve well at more difficult terrain.

 

Avram pats again the neck of the mule before addressing you "She is ready for you."

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 spacer.pngGilavar Oakhallow | High Elven Ranger | HP 20/20

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Gilavar stands up from his cross-legged trance when his new companions finally assemble at the stables. Looking up at the noon sunshine and then down at the mule-pulled cart, "we'll need to make good time to make the dwarves before sundown. Let's go."

He starts walking toward the dwarves.

Edited by JubalBreakbottle (see edit history)
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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (12) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Saving throws: Str (3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Yes! Said Vala to Avram, thank you so much, any recommendations, sir Avram? She checked everything, and made sure the “normal saddle” was loaded. Then she paused to observe the cart and listen to Avram's word (if any), Vala was in awe, It’s beautiful!! Don't you think Makaria? She hopped on and extending her hand to Makaria @Dorik, said, let’s go! And provided the tiefling hopped on the cart as well, she caught with Gilavar and talked to him: Another race to “our destination”? The she shouted, last to arrive at the exit is a rotten egg! YEEEHAW! And instantly fled. Wooohoo! The wind is pushing me, into the clouds again!
Thus, Vala rode to town’s exit at a moderate pace, in the direction of the dwarven mines; it was evident she was checking the cart.
At the exit, Vala would formally ask the party about the marching order; for now, she was OK with the previous one, with the most observant at the front. *

* This is a general consultation for all party members. Also, there’s the possibility of carrying more people in the cart, with Makaria’s nota bene of course. 
Edited by Siryuu (see edit history)
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6 hours ago, Siryuu said:

It’s beautiful!! Don't you think Makaria? She hopped on and extending her hand to Makaria @Dorik, said, let’s go! And provided the tiefling hopped on the cart as well, she caught with Gilavar and talked to him:


* This is a general consultation for all party members. Also, there’s the possibility of carrying more people in the cart, with Makaria’s nota bene of course. 

Makaria looked at the craftmanship and detail that went into the cart; looked back towards Vala and afforded her a smile. "Yes this will be able to stow weapons; and goods in addition to people; it serves an indispensable purpose," she answered. Hoping onto the cart to join her in this next leg of their adventure.

They way she looked at it the Dwarves and Gnomes will soon prove to be indispensable allies; in their future dealings with Cryovain or even the Orc invaders? She figured that the mule could do about 3.5 miles in one hour or 25 to 30 miles in a day. Provided they were able to feed the animal roughly twice a day on grain and or hay?

"We can fit more of our crew; and safety is always best in numbers is it not,"? she said then noted that Gilvar seemed content on walking there? with a slight look of disappointment to show.

 

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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 cart truly is a boon, we should be happy to have it!"

Her short conversation with Avram had yielded at least the fact that they could not afford a horse, not just yet anyway, and though the horses seemed quite content with their home, she was sure that if she had the opportunity to speak with one, she could convince them that they were missing out on a plethora of adventures while living the simple life here. Maybe another time. Gilivar, as level-headed as ever, suggests they move out, and now everyone is ready for a new adventure with new gear, Katya feels as though maybe she should show off some new abilities of her own. After having time to reflect on her adventure so far, some of her teachings had become more engrained in her body, and the magical flourish she had struggled with, had become more accessible to her now that she had felt the thrill of casting in combat, which had given her a whole new perspective on life and on her skills. When Vala declares yet another race, the Princess cannot help but feel the mischief rise up again.

"A race? I'll suppose I'll participate this time, I fear I've been a recluse this past day, I should let my hair down; metaphorically of course"

What would happen to her hair once she relinquished the transformation? It would not do for someone of her standing to be unkempt no matter the circumstances. Relinquishing the feeling of control, she lets the magic flow through her body, letting go of her anger and sadness to allow the Druidic magic to take hold of her. The changing of her form is not at all painful as she had once imagined it to be, the flowing of her energy from one form to the next feels as natural as breathing. The sharp scent of the air stings her nose and the world refocuses as her senses begin to sharpen in the form of the wolf, and the once cool air that prickled her skin now feels refreshing as she feels the warmth of thick fur wrapping her body. It does feel strange to be on all fours in such a manner, and to be looking up at the others, and seeing familiar and yet alien features. The feeling of power is enthralling, and for a moment she wonders if this is how Vala and the other stronger adventurers feel all the time. For the first time since she had left the ruins of her home, she forgets who she is, and embraces the wilds, letting out a howl of emotions, she dashes ahead of the rest of her pack, letting loose and looking to win that race.

 

spacer.png

Wild Shape: Dire Wolfwolf.png.6ad48e102c08550081607decb296773d.png

Edited by tyrtaeus (see edit history)
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 https://i.pinimg.com/originals/22/e6/9d/22e69da9d9b6723a1bab25ac3f300a4f.jpgVadania Holimion

Wood Elf | Monk


AC: 15  | HP: 19/19 | Speed: 45 ft | Features and Traits

Martial Arts | Ki Points 2 / 2


Having finalized her short shopping trip, Vadania took a circuitous route to the stables, using the quick walk as a form of meditation. As her mind cleared and reflected on the battle the day prior, she felt confident this group of adventurers would prove to be more than a match for anything that came their way.

Rounding the final corner to the group, she arrived just in time to witness the transformation of the red-haired woman, Katya, she reminded herself of the name. As eager as she was to see this new power, Vadania quickly realized she would not be able to keep pace with the, now four-legged, woman. Instead she simply smiled and waved, taking in the newly purchased cart.

 

OOC

 

 

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (12) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Saving throws: Str (3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Vala didn’t expect a dire wolf to show up in Phandalin; the color of its fur, resembling a warm fire, remembered her of an ally but at that moment the excitement was so much to give it more thought. There was a race to win.
When Vadania took on* the cart, the Paladin surmised she was riding like a grandpa and decided to spice things up. Welcome aboard the speed-wagon! Said Vala to Vadania as she winked, minding the road. Fasten your belts or hold tightly! Wooohoo! She was riding a tad faster (dashing), as to catch with the dire wolf.

* Assuming she boarded the cart.
 
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ReitanPostPic.png.5a41899adcf19eebacf2382c3345fecf.pngReitan Rhuin

Tempest Cleric of Talos


AC: 18  | HP: 15/15 | Speed: 20 ft | Features and Traits

Wrath of the Storm | Spells | Attributes

Back now with the others, he hopped on the cart. The armor he wore made him slower than the others and he knew keeping up with the group would eventually tire him. He watched with interest when the druid transformed into the wolf. He had little experience with druids and only heard of their ability to shapeshift. He would have to remember to ask her about it later, when she could talk and not bark at his questions.

The cart lurched. When did this become a race?

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Avram is notably taken aback, seeing the charming young woman, transform not only into a wolf, which would be very disconcerting, but a considerably larger beast. somewhere in his subconsciousness he registers that the horses do not act afraid in the dire wolf's presence. Still he is relieved as the party is leaving his place.

 

There are a good 6 hours of daylight remaining, and you have gathered some general idea how far you will need to travel (about 15 miles from Phandalin). So the trip should take you about 5 hours, if you can find your way.

 

What Route do you take?

 

OOC

I'd like 3 of you to make a survival check (DC 15) and determine where to head for the next 5 miles as well as to see how well your travel stays on course.

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (12) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Saving throws: Str (3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Well, this settles it! The equipment, the cart and the mule worked perfectly! Hope you enjoyed riding with the speed wagon! 🫡 Said the paladin as the group in the cart reached the entrance. Vala then awaited the arrival of both Katya* and Gilavar; and once everybody was at the town’s exit, she handed any money left to hand to their owners, and then rose her concerns. Well, I think there’s consensus as to where we’re heading. But what path to take? She told the others about the encounter with Halia at the Miner’s Exchange, remarking that she actually saw the map of the region, and a peculiar symbol (which she described in detail). Then (potentially in cooperation with Makaria) spoke of preliminary course**.

* @tyrtaeus I believe she will revert to her human form soon, but I’ll post Vala's reaction to that bit once you get back at us.
 
** Since Gilavar has a very high skill mod, and has already manifested in the matters of navigation, I think he’s one of the most fit to make one roll. On the other hand, since Makaria and Vala also saw the map, the idea is to leverage our odds by “working together” (PHB), then either Makaria or Vala may roll with advantage. I’ll just wait for your opinion @Shocker, and also for @Dorik (so there’s express consent/agreement). This would be 1 survival roll left for claiming.
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 spacer.pngGilavar Oakhallow | High Elven Ranger | HP 20/20

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Gilavar is shocked when Katja transforms into a dire wolf just for show.

At the exit of town, he looks to the horizon to get his bearings and applies them to the map that he studied on the guildmaster's wall.

"I think we should go this way." He suggests.

 

Name
Survival
10
1d20+3 7
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5 hours ago, Siryuu said:
Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ Valknut.svg

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (12) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Saving throws: Str (3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Well, this settles it! The equipment, the cart and the mule worked perfectly! Hope you enjoyed riding with the speed wagon! 🫡 Said the paladin as the group in the cart reached the entrance. Vala then awaited the arrival of both Katya* and Gilavar; and once everybody was at the town’s exit, she handed any money left to hand to their owners, and then rose her concerns. Well, I think there’s consensus as to where we’re heading. But what path to take? She told the others about the encounter with Halia at the Miner’s Exchange, remarking that she actually saw the map of the region, and a peculiar symbol (which she described in detail). Then (potentially in cooperation with Makaria) spoke of preliminary course**.

* @tyrtaeus I believe she will revert to her human form soon, but I’ll post Vala's reaction to that bit once you get back at us.
 
** Since Gilavar has a very high skill mod, and has already manifested in the matters of navigation, I think he’s one of the most fit to make one roll. On the other hand, since Makaria and Vala also saw the map, the idea is to leverage our odds by “working together” (PHB), then either Makaria or Vala may roll with advantage. I’ll just wait for your opinion @Shocker, and also for @Dorik (so there’s express consent/agreement). This would be 1 survival roll left for claiming.

OOC: I would be generally ok with that, but that is something the party needs to decide, looking at everybody’s skills neither Makaria nor Vala Hel show particularly strong survival skills.

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Teifling3.jpg.e1188c028dd35413b154f400d9531280.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 8* Speed: 30 ft.

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


"Things are looking up are we headed towards the Dwarves now? Reitan do we know roughly how long it will take,"? she asked then noticed Katya change into a dire wolf and take off; then smiled with amusement. "Perhaps she knows the way,"? she said as a matter of fact.

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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 relishes in the feelings of freedom, the thumping of her paws digging into the cold earth as she tears forward at an incredible pace, the cold air with a kaleidoscope of new smells on her wet nose, and the rhythmic creaking of wooden wheels on permafrost ringing true as an anthem to her first transformation. The cart is not far behind, and as sympathetic as she is to the poor mule who has been roped into her childish competition, she does not take it easy, feeling as though she is one with the wind. It was this feeling that made her understand why some of the older Druids would spend as much time as possible in their animal forms. The human form seemed so limiting in every capacity in comparison. If this is how it felt to be a wolf, no wonder Dragons believed themselves to be above any other, their capacity for power must be beyond her comprehension. That short lived empathy is dismissed rapidly as she recalls their intelligence is far beyond most mortals as well,meaning they grasp the consequences of their actions unlike what a wolf would feel in its need for survival. By the time her breath is short and she has left the town behind, she looks around behind her, waiting for the others to catch up, knowing they aren't far thanks to the sounds of the cart. Once they have regrouped, Katya begrudgingly returns to her human form, sorely missing the feeling even moments after.

"My apologies, after seeing others perform that feat, I could not wait another moment to try it. How exhilirating!"

Gilavar takes the lead with his assessment of the route as Vala explains their options, and the orange haired princess thinks back to her time pouring over topographic maps and historical routes of the gentry, whispering words of encouragement to herself I. The form of the guidance spell to try and shake loose some of the memories. As fsr as she can recall, maybe her rougish friend is not so far off

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Action: Cast guidance

 

 

Edited by tyrtaeus (see edit history)
Name
Survival
13
1d20+5+1d4 7,1
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