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Willowveil, Piney, Warlock of the Old Wood, Hedge Mage


8w_gremlin

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Willowveil

Piney, Warlock of the Old Wood, Hedge Mage

Willowveil.png.c0d9f74966123026bdb0e69c74e46500.png

"Betray the woods, serve in shadow."

WARLOCK 5

Medium humanoid female (Piney), true neutral

Armour Class 13 (15 with shield)

Hit Points 38 (5d8 + 10)
Speed 30' ft.

Senses darkvision

Languages Common, Piney

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 10 (0)
Save 0 
Athletics 0


Dexterity 14 (+2)
Save +2 
Acrobatics +2 | Sleight of Hand +2 | Stealth +2


Constitution 14 (+2)
Save +2 
No skills associated.


Intelligence 10 (+0)
Save +0 
Arcana +3History +3 | Investigation +0 | Nature +3 | Religion +0


Wisdom 12 (+1)
Save +4 
Animal Handling +1 | Insight +1 | Medicine +4 | Perception +1 | Survival +4


Charisma 16 (+3) 
Save +6 
Deception +3 | Intimidation +3 | Performance +6 | Persuasion +3

Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Herbalism kit, Alchemy Supplies
  • Instruments None
  • Weapons Simple weapons 
  • Armors Light, Shields

CLASS ABILITIES

Pact of the ChainYou learn the find familiar spell, it doesn't count against your number of known spells, and you can cast it as a ritual. Your familiar can take on a more powerful form, and when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. | Child of the Briar (Familiar)Pact of the Chain. When you conjure your familiar
or change its form, you can choose the form of an
awakened shrub or child of the briar (Tome of Beasts, p. 56) in addition to the usual familiar choices.


Child of the Briar

Tiny plant, neutral evil
Armor Class 13
Hit Points 50 (20d4)
Speed 20 ft., climb 10 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 14 (+2)
Skills Perception +4, Stealth +7
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 14
Languages Briarclick, Common, Sylvan
Challenge 1 (200 XP)

Fey Blood. Children of the briar count as both plant and fey for any effect related to type.

Actions
Multiattack. A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Spitdart Tongue (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.

Entangle. Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell’s effects.

Thorny Grapple. A child of the briar’s long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child’s turn for as long as it remains grappled.
 | Sap MagicAt 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). | Forest’s DefenderAt 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the shillelagh cantrip. Shillelagh counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.

Investment of the Chain Master (Invocations)When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

- The familiar gains either a flying speed or a swimming speed (your choice) of 40 ft.

- As a bonus action, you can command the familiar to take the Attack action.

- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

- If the familiar forces a creature to make a saving throw, it uses your spell save DC.

- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
| Entangling Blast (Invocation)When you hit a creature with eldritch blast, the creature
must succeed on a Dexterity saving throw or be
grappled by roots, vines, and other vegetation until the
end of its next turn. The DC for this saving throw and
to escape this grapple is your spell save DC.
 | Agonizing Blast (Invocation)When you cast eldritch blast, add +3 to the damage it deals on a hit.


RACIAL TRAITS
Darkvision | Margreve Within As a piney adventuring beyond
the Margreve, you have lost the more extreme,
occasionally monstrous, qualities of your forest-dwelling kin. Nonetheless, the magic of the elder
forest marks you. You can meet your daily alimentary
needs by consuming a suitable amount of food or by
standing in direct sunlight for 30 minutes. In addition,
your organs are partially made from plant matter. You
have advantage on saving throws against poison, and
you have resistance against poison damage
 | Margreve WithoutRegardless of the time and distance
between you and the Margreve, the forest’s influence
on you manifests in the form of strange alterations
to your body. Although you are humanoid, your
connection to the Margreve marks you with
plant-like characteristics. Create a growth of your
own in consultation with your GM or pick one from
the following list:
•Your skin is rough with harmless cracks resembling
tree bark.
•Heavily-perfumed flowers grow wherever your body
hair is dense. They can be plucked, but they grow
back within a few days.
•Your eyes are twice as large as a human’s, and their
color is a changing swirl of green and brown.
•Your finger and toe nails are wood.
•Your major joints (shoulder, hip, knee) creak like
tree branches when you move.
| RootsYou have a deep and pragmatic connection with
the natural world. You are proficient in the Nature and
Survival skills.


FEATS
Metamagic AdeptTasha’s Cauldron of Everything
Learn two Sorcerer metamagic options and gain 2 sorcery points
Utility
Prerequisite: Spellcasting or Pact Magic feature

You’ve learned how to exert your will on your spells to alter how they function:

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
: - ( Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours., Transmuted SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. ) Spell Points: 2

 

WEAPONS


WEAPONS

  • Shillelagh +7 to hit, 1d8+3 Magical Bludgeoning
  • Eldritch Blast, +7, 1d10+3 Force, Dex save DC 16, or entangled till the end of their turn.

 

SPELLS


SPELL SLOTS 

3rd Level: 2/2; DC: 16, Attack +7


CANTRIPS (x)

ShillelaghTransmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
, Eldritch BlastEvocationCantrip
Casting Time:
1 action
Range/Area:
120ft.
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 237
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
, Memento MoriNecromancy cantrip

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round

You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.

A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.
, Booming BladeEvocation cantrip

Casting Time: 1 action

Range: Self (5-foot radius)

Components: S, M (a melee weapon worth at least 1 sp)

Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


FIRST LEVEL (x)

Hex(1st)1st LevelEnchantment
Casting Time: 1 bonus action
Range/Area: 90ft.
Components: V, S, M(the petrified eye of a newt)
Duration: Concentration, up to 1 hour
Source: PHB, pg. 251
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
 , Armor of Agathys1st LevelAbjuration
Casting Time:
1 action
Range/Area:
Self
Components:
V, S, M(a cup of water)
Duration:
1 hour
Source:
PHB, pg. 215
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.


SECOND LEVEL (x)

Conjure Spectral Dead2nd-level conjuration

Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a handful of bone dust, a crystal prism, and a silver coin)
Duration: Concentration, up to 1 hour

You summon a shroud to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o’-wisp.
, Misty Step2nd LevelConjuration
Casting Time:
1 bonus action
Range/Area:
Self
Components:
V
Duration:
Instantaneous
Source:
PHB, pg. 260
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


THIRD LEVEL (x)

Conjure Animals3rd-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
 , Potency of the Pack3rd-level transmutation

Casting Time: 1 action
Range: 25 feet
Components: V, S, M (a few hairs from a wolf)
Duration: 1 minute

You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:

Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.

 

EQUIPMENT & ENCUMBRANCE


TOTAL ENCUMBRANCE (x lbs.)

  • Weight: 115 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (x.)

Copper: 0 | Silver: 0 | Gold: 19 | Obsidian: 0| Platinum: 0

(25 Coins x .02 lbs. = 0.5 lbs. Total Weight)


EQUIPEMENT READIED (20 lbs)

Equipped items can be retrieved with a manipulated item interaction.

  • Armour (10 lbs.) Leather, Common clothes
  • Weapons (4 lbs.) Staff
  • Readied Items (6 lbs.) Rod of the Pact Keeper +1*, Shield

EQUIPMENT STORED (77 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (35 lbs.) 5 candles, Rations (10 days), Torch x10, Trinket (A piece of crystal that faintly glows in the moonlight)

  • In Left Belt Pouch (7 lbs.) Healers Kit x2

  • In Right Belt Pouch (7 lbs.) Healers Kit x2

  • In left Back Belt Pouch (6 lbs.) A Herbalism Kit, a vial of antitoxin, Tinderbox, Mess kit

  • In Right Back Belt Pouch (5 lbs.) 8 x Healing potions

  • Spell Component Pouch (2 lbs.)

  • Strapped to Backpack (21 lbs.) Bedroll, Hemp Rope (50 feet), Waterskin x 4

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED


ATTUNED (1/3)

Rod of the Pact Keeper +1

 

APPEARANCE


Age 20 | Height 5' 8" | Weight 110 lbs. | Hair Leaves | Eyes Amber | Complexion barky, fair


Physically, Willowveil stands out with its bark-like skin and hair that cascades like a waterfall of green, brown, and autumnal leaves. Their eyes, resembling the deep amber eyes of a predator, reflect a profound connection to the woodland realm. They wear garments woven from the very essence of the forest - leaves, vines, and flowers interlace to form their attire, ever-changing with the seasons. Emblems of their pact with the Old Wood, such as wooden amulets or intricate tattoos glowing with green energy, adorn their body. Their presence is often accompanied by subtle natural phenomena: leaves rustling in silent spaces, gentle breezes that follow their steps, or the soft whispering of the trees.

 

BACKGROUND


Hedge Wizard
Source https://koboldpress.com/the-sorcery-stop-hedge-wizard-background/


  • Personality Traits: 
    I believe the world around us speaks the truest secrets of all, which we can understand if we learn to listen properly.
    I identify strongly with a common forest animal and seek to emulate what I see as its better aspects.
  • Ideals: Development. I must learn all I can to develop my abilities (Lawful)
  • Bonds: My secrets are few but must remain obscure to others.
  • Flaws: I refuse to see civilization as anything but a blight on the natural world

Background Feature: MINOR CELEBRITY

As a herbalist, healer, and sometimes instructor, you cannot help but be well-known to your neighbouring settlement – possibly even to several nearby settlements. While you may not be fully trusted, you are definitely respected, and even those who devote their lives to greater magicks than you possess will often seek you out for advice on esoteric topics they lack the time or inclination to study. You get along as well with animals as people – possibly better – and generally have little to fear from even the wildest of creatures.

As long as you are conscious, a beast, fey, monstrosity, or plant that can see you will never behave in a hostile manner toward you unless you or one of your companions attack it.


BACKSTORY

In the heart of the ancient Evergrove Forest, where the trees whisper secrets of the old world, your character was born among the Piney, a secretive race deeply connected to the woodland's essence. From a young age, your character was drawn to the forest's enigmatic heart, uncovering hidden groves and ancient ruins. Their curiosity led them to a sacred clearing, where an ancient spirit of the forest, an embodiment of the Old Wood, forged a pact with them, granting arcane powers in exchange for guardianship over the forest’s ancient secrets. This pivotal event marked the beginning of their journey, vowing to protect the natural order and the mysteries it holds.

Willowveil's journey from the Evergrove Forest's nurturing embrace to the Mana Wastes's stark expanse was a transformational saga of discovery, duty, and destiny. After forging the pact with the ancient spirit of the Old Wood, she became a sentinel of the forest, blending with shadows and speaking with the spirits, learning the deep magics rooted in nature's essence. Her life was one of silent vigilance, her powers growing as she delved into the forest's arcane mysteries.

However, peace was not to last. Whispers of a spreading corruption, a blight that drained life and magic alike, reached the Evergrove. It was a decay that turned vibrant life into desolation, similar to the dreaded tales of the Mana Wastes. With the Old Wood’s urging, Willowveil felt a compelling duty to venture beyond her familiar woods to understand this threat and seek a way to thwart it.

Her travels took her through verdant lands and barren fields, over mountains and across rivers, witnessing the beauty of the natural world and the scars left by unchecked destruction. She encountered various creatures and people, some became allies, sharing tales and wisdom, others enemies, challenging her resolve and strength. With each step, the weight of her mission grew, as did her power and understanding of the delicate weave of life and death.

As she neared the edge of the Mana Wastes, the vibrant life force she was accustomed to began to wane. The land grew barren, the air stale, and the life energy scarce. Her first sight of the Mana Wastes was a horizon line of lifeless grey, a stark contrast to the lush greenery of her home. The land was a vast, silent testament to a cataclysmic force, devoid of the vibrant whispers of life, offering only the echoes of long-dead screams and the hollow winds that spoke of ancient, forgotten despairs.

Here, in the face of such desolation, Willowveil’s resolve hardened. The journey had changed her, from a guardian of one forest to a protector of the natural order itself. She stood on the brink of the Mana Wastes, not only as a defender of the Old Wood but as a beacon of hope for all life, determined to uncover the secrets of this blight and find a way to restore balance.

Edited by 8w_gremlin (see edit history)
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The Old Wood

You have made a pact with the ancient intelligence of a primaeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them but the forests remain as a testament to nature’s endurance. However, times are changing, and the unchecked growth of civilization threatens the green. The intelligence that imbues the antediluvian forest seeks emissaries in the world that can act beyond its boughs, and it has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.

Old Wood Expanded Spells

Your connection to the forest allows you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Old Wood Expanded Spells

Spell Level Spells
1st animal friendship, poreveit’s mantle
2nd snap the leash, spike growth
3rd conjure animals, protection from energy
4th conjure woodland beings, giant insect
5th tree stride, yarila’s bounty

Sap Magic

At 1st level, your patron bestows upon you the ability to absorb magic from nearby spellcasting. When a creature casts a spell of a level you can cast or lower within 30 feet of you, you can use your reaction to synthesize the magic. The spell resolves as normal, but you have a 25% chance of regaining hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

Forest’s Defender

At 1st level, your patron gifts you with the skills necessary to defend it. You gain proficiency with shields, and you learn the shillelagh cantrip. Shillelagh counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.

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PC

Willowveil Piney Warlock 5Willowveil.png.c0d9f74966123026bdb0e69c74e46500.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 (leather and shield) | HP: 38/38 | Initiative: +2 | Passive Perception: 12 
Spell Slots: 3rd 2/2 | Spell Attack: +7 | Spell DC: 16


Post goes here.

"Speech"

thoughts in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

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Thanks for the application. Love the art choice.

All the mechanics and nuts and bolts are in place, but I would like to know in her backstory why she is in the area of the mana waste? I mean that is completely opposite from the forest, and all the ley lines in the desolation were destroyed and no longer exist.

What is her motivation for going there?

I have marked her completed but let me know when you get the above information added so I can look over her again.

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@bwatford Willowveil's journey into the Mana Wastes is a quest for redemption and a mission of critical importance. The devastation of the Mana Wastes is a dire warning of what could become of the world if the blight spreads. She ventures into this desolate land for several reasons:

  1. Seeking Knowledge: Willowveil believes that understanding the cause of the Mana Wastes' desolation will provide insights into how to combat the dark force threatening other forests. She seeks ancient artefacts, forgotten lore, or remnants of magic that might reveal how to restore the laylines and heal the land.
     
  2. Gathering Allies: Knowing the magnitude of the threat, she aims to forge alliances with any beings who have survived or adapted to the harsh conditions of the Mana Wastes. These allies could provide valuable assistance in her quest to save her homeland.
     
  3. Testing Her Powers: The Mana Wastes present an extreme environment where Willowveil can test and strengthen her abilities. Confronting the challenges of a place devoid of natural life allows her to explore the depths of her connection with the Old Wood and her mastery over the shades she commands.
     
  4. Restoring Balance: At her core, Willowveil is a guardian of natural balance. She sees the Mana Wastes not as a lifeless void but as a place crying out for renewal. She believes that by understanding the blight's origin and effects, she can find a way to reverse the damage, not only for the Mana Wastes but as a preventative measure for her own lands.
     
  5. Fulfilling Prophecy: Her journey might also be driven by prophecy or divine guidance from her patron, indicating that her destiny is somehow intertwined with the fate of the Mana Wastes and that her actions there are crucial for a greater cosmic balance.
     

Willowveil's demeanour is marked by a sombre and commanding presence, embodying the stern justice of the natural world. She carries an air of quiet authority, her gaze piercing, as if she can see through to the true nature of those around her. Her ability to summon shades of the transgressors against the forest reveals a deep commitment to protecting her domain, serving as both a guardian and avenger of the natural order.

Driven by a profound respect for the ancient forest spirit and the balance of nature, she is unyielding in her pursuit of retribution against those who desecrate the wilds. This drive is not born of malice but of a fierce dedication to her role as the Old Wood's champion. Willowveil understands the harsh realities of nature—its cycles of life, death, and rebirth—and her control over the shades is a testament to her dominion over these primal forces. Her actions, though sometimes grim, are in service to the greater good of preserving the sanctity and vitality of the forest, (which doesn't always mean humanity, or other humanoids etc)

I did think that Willowveil would have come from GREEN DUCHY OF VERRAYNE, and possibly the Oaken Ring, but even though the powers gifted to Willowveil are from an ancient forest spirit, they are RAW arcane, and thus the Oaken Ring would have slain Willowveil, which is something I could add as a background point, that she had to flee for those reasons, but it seems disjointed.

If you have any other suggestions on where she comes from, or how she fits in with the world, I would love to incorporate them.

Thank you.

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  • 3 weeks later...

Hey boss man @bwatford

in the IC thread at the bottom where you post our stats, I have some stuff I think from a cut-paste
 

Channel Divinity: 2/2 *L
Divine Sense: 4/4 *L
Lay on Hands: 25/25 *L


I don't have them, it would be nice, but I think they are for someone else.

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Posted (edited)

blight-twig.png.9d84d04942694edb7d65b65bd4486bc2.pngChild of the Briar

Tiny plant, neutral evil
Armor Class 13
Hit Points 50 (20d4)
Speed 20 ft., climb 10 ft. + fly 40 ft. (see below)
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 14 (+2)
Skills Perception +4, Stealth +7
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 14
Languages Briarclick, Common, Sylvan
Challenge 1 (200 XP)

Fey Blood. Children of the briar count as both plant and fey for any effect related to type.

Actions
Multiattack. A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 17) and the child of the briar uses its Thorny Grapple on it.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) magical piercing damage.

Spitdart Tongue (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3)magical piercing damage. Every child of the briar can shoot thorns from its mouth.

Entangle. Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a DC 17 Strength saving throw or be restrained. All children of the briar are immune to the spell’s effects.

Thorny Grapple. A child of the briar’s long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child’s turn for as long as it remains grappled.

Notes: Investments of the chain master

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 ft.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Edited by 8w_gremlin (see edit history)
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Shroud
Medium undead, neutral evil
Armor Class 13 (natural armor)
Hit Points 9 (2d8)
Speed 0 ft., fly 30 ft. (hover)

STR    DEX    CON    INT    WIS    CHA
4 (-3)    13 (+1)    10 (+0)    2 (-4)    10 (+0)    8 (-1)
Skills Stealth +3
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/8 (25 XP)

Amorphous. The shroud can move through a space as narrow as 1 inch wide without squeezing.

Shadow Evolution. Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities.

Shroud Stealth. When in dim light or darkness, the shroud can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.

Actions
Strength Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target’s Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

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