Jump to content

Essa Dustblade. Human: Druid Circle of Dust. Shaman and Seer


Recommended Posts


CHARACTER THREAD TEMPLATE

 

Essa Dustblade

Shaman of the Dustblade tribe

spacer.png

"The Wastes can provide you with everything you need, if you know where to look."

 

DRUID: CIRCLE OF DUST 5


Medium human female, neutral good


Armor Class: 16

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

Initiative: +2


Senses: See in both magical/non magical darkness 120' Passive Perception: 14

Languages: Common, Orcish, Goblin, Druidic.

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 +5


Constitution 12 (+1)
Save +1
No skills associated.


Intelligence 12 (+1)
Save +4
Arcana +4 | History +1 | Investigation +1 | Nature +4 | Religion +1


Wisdom 18 (+4)
Save +7
Animal Handling +4 | Insight +4 | Medicine +4 | Perception +7 | Survival +7


Charisma 10 (+0) 
Save +0
Deception +0| Intimidation +0| Performance +0 | Persuasion +0

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools: Herbalism kit, Divination tool: a set of animal bones and small rocks.
  • Instruments:  N/A
  • Weapons: Martial, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
  • Armors:  Light armor, medium armor, shields, (can wear and use armor and shields made of metal)

CLASS FEATURES:

SAVES: INTELLAGENCE, WISDOM Skills: Nature, Survival.

DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. |  Ritual CastingYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.  | Wild ShapeYour 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.
Beast Shapes

Level: Max CR Limitations Example
2nd: 1/4 No flying or swimming speed Wolf
4th: 1/2 No flying speed 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.

Beast Shapes

Level: Max CR Limitations Example
2nd: 1/4 No flying or swimming speed Wolf
4th: 1/2 No flying speed Crocodile
8th: 1 Giant eagle

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.

8th: 1 — Giant eagle
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.
|  Resonating ShroudStarting at 2nd level, you gain the ability to create a field of magical energy around yourself that warps ambient magic. As an action, you can expend a use of Wild Shape to create an aura, which fills the area within 10 feet of you. While this aura is active, you gain the following benefits:

• Your melee weapon attacks deal an extra 1d6 force damage to any target they hit.

• Your AC increases by 2.

• When you cast spells with a range of touch, your reach extends to anywhere within your shroud.
Other aspects of the spells are unchanged.

• When you or an ally with in your shroud cast spells in the waste, you don't risk unstable results from your spells.

The aura lasts for 1 hour or untill you use your Wild Shape again.
| Circle of Dust SpellsDruid Level Spells
3rd levitate, locate object
5th create food and water, magic circle
7th banishment, death ward
9th hallow, legend lore

Wild Companion (Optional)At 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.
Cantrip Versatility (Optional)Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.  | 

 


SEER BACKGROUND ABILITIES
Skill Proficiencies: Arcana, Perception |Tool Proficiencies: Gaming Set or Divination tool |Languages: Goblin|  |  | 


HUMAN VARIANT RACIAL TRAITS
 Languages. Common, Orcish | Ability Score Increase.  +1 Wisdom, +1 Intelligence |Skills. Stealth | Feat |  | 


FEATS
Eldritch Adept: Devils SightPrerequisite: Spellcasting or Pact Magic feature

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet/

Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.
(Level 1) | +2 Wisdom (Level 4)

 

WEAPONS


WEAPONS

  • +1 Quarterstaff (Shillelagh + Ruby of the War Mage) +8/ 1d8+5 bludgeoning ,Versatile (1d8)
  • Shortsword  +4/ 1d6+2 piercing, Finesse, light
  • Rapier  +4/ 1d8+2 piercing, Finesse
  • Primal Savagery +7/ 2d10 Acid self
  • Cecily's Stormshot* +7/ 2d8 or 2d10 with metal. Lightning 90 feet/

 

Druid SPELLS  


SPELL SLOTS. Wisdom

Druid - Spell Save DC: 15 | Spell Attack Mod: + 7 | Spells Known: 9 | can change after long rest.

 


CANTRIPS (Druid) (3)

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.
 | |  Primal SavageryTransmutation cantrip

Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
| |  Cecily's Stormshot|Evoncation Cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightening at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage.

This spell's damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).
* | |


FIRST LEVEL (Druid) (4 slots)

Healing Word1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
 |   |  Goodberry1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Oneiromancy1st level Divination
Casting time: 10 minutes
Range: Touch
Components: V, S, M (incense and a bit of mushroom)
Duration: Concentration, up to 8 hours.

Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early.

During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dream may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn't disrupt the target's long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell.

If the target's sleep is interrupted this spell ends and must be cast again for the target to experience the dreams again.

Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell.

The spell has no effect on Constructs or Undead.
* | |


SECOND LEVEL (Druid) (3 slots)

 Pass without Trace2nd-level abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
 |  | Spike Growth2nd-level transmutation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
|  |  Augury2nd-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results

Woe, for bad results

Weal and woe, for both good and bad results

Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
  |   |


THIRD LEVEL (Druid) (2 slots)

 | 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 DM 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.
| |  Revivifyrd-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
  | |  Clairvoyance 3rd-level divination

Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
|  |


FOURTH LEVEL (Druid)

  |  | |   |  |  


FIFTH LEVEL (Druid)

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Circle of Dust Druid Spells (by Druid Level)
These spells are always prepared and doesn't count against the number of spells you can prepare each day.


Locate Object2nd-level divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a forked twig)

Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
(3rd) /  Levitate2nd-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range
.
When the spell ends, the target floats gently to the ground if it is still aloft.
(3rd) |--**--|  Create Food and Water3rd-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S


Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
(5th) /  Magic Circle3rd-level abjuration

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)

Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
(5th) |  |  |   |  |  | 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (53 lbs.)

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

MONEY POUCH (lbs.)

Copper:  0 | Silver: 0Gold: 306 gpObsidian: 0 | Platinum: 0

(Coins Total Weight)


EQUIPEMENT READIED (24 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (19 lbs.)  Studded Leather/Hooded Cloak (13 lbs. - Shield (6 lbs. 
  • Weapons (8 lbs.)   Short sword (2lbs) - Quarterstaff (4lbs) - Rapier (2 lbs.) 
  • Readied Items (9 lbs.)  Herbalism Kit (3lbs) - Quarterstaff|(4lbs) - Component Pouch (2lbs) - Orb of Direction (3lbs)  

EQUIPMENT STORED (29 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (12 lbs.)  | Backpack (5 lbs.) | Mess kit (1 lbs.) | Tinderbox (1 lbs.) | | (Traveler's Clothes (4lbs) |Thieves' Tools (1lbs)
  •  
  • Strapped to Backpack (17lbs.)  Waterskin (5 lbs.) | Silk Rope (5 lbs.)  | Bedroll (7 lbs.)

EQUIPMENT NOT CARRIED (--)

At Home N/A

Spending totals 

Component Pouch: 25gp
silk rope: 10gp.
Backpack 2 gp
Bedroll 1 gp 
Mess kit 2 sp
Tinderbox 5 sp
Traveler's Clothes 2 gp    
Herbalism Kit 5gp
Thieves' Tools 25gp
Studded Leather 45gp 
Shield     10 gp
Short sword    10 gp
Quarterstaff    2 sp
Rapier    25 gp


### Magic ##### Common 
Orb oif Direction 50 gp  3lbs 
Ruby of the War Mage 100 gp (attuned)
+1 Quarter Staff (Shillelagh + Ruby of the War Mage) 

Total left so far: 306 gp
 

 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

Orb of Direction, +1 Quarter Staff (+ Ruby of the War Mage)


ATTUNED (1/3)

Ruby of the War Mage  |  |

 

APPEARANCE


Age: ? Height: 5'5"Weight: 127lbsHair: Dark Brown/Light Brown | Eyes: Yellow | Complexion: Dark brown 


Description

Essa wears loose fitting, layered clothing that's light in color. Her clothing is then covered up with a hooded cloak, while a mask covers her most of her face in typical dessert fashion. There are a few charms and trinkets hanging from her belt and a couple of beaded necklaces hang from her neck.  Her long brown hair is braided with bead decorations woven into them, each bead having some kind of runic symbols carved in them.  Her oddly bright colored yellow eyes are a stark contrast against her brown skin.  When she looks at you it's almost like she is looking straight into your soul.


Beneath her loose clothing, Essa wears studded leather armor, also light in color. The shield she carries is unpainted but has more of runic type symbols carved into it like the hair beads she wears.  Her staff is plain, but a ruby red stone is attached to one end of it. There is a short sword strapped to the back of her waist and a rapier hangs from her hip. These too are plain and unremarkable.  

 

BACKGROUND


SEER
Source:  Midgard Heroes Handbook (pg 123)


  • Personality Traits: 
  • 1. I try to ensure that everyone around me pays attention to what I see. 
  • 2. When a vision is upon me, I have little control over what I say. 
  • Ideals: Truth. I am a servant of the truth, and I will share it for good or ill. 
  • Bonds: My Grandmother passed a token to me when she explained our gift of sight. It's my most prized possession. 
  • Flaws: I have terrible nightmares about the dark futures I have glimpsed. 
     

 Personality

Personality: Like the humans and the Wasteland Orcs that she grew up around, Essa is very curious about everything around her, while at the same time she can be aggressive and not afraid to fight if she has to.  She enjoys the company of others and lives life to the fullest, enjoying every moment that the world has to offer whenever she can. She also has a sense of humor and is cheerful and happy most times. Yet, she can also use caution along with a calm wait and see attitude when such an occasion arises. She is also a confident person and takes great pride in herself and where she came from and who she is. 
 


Background Feature:  Glimpse of Fortune

Glimpse of Fortune

Using a minor method of divination, you are able to see glimpses of a target's future. You must spend one hour in conversation with the subject and consultation with your divination method. At the the end of this time you can offer insight into the suject's possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter theri good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction).


Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent some time in the past. 
 

 


BACKSTORY

Baclstory

The Dustblade tribe.


Essa was born to human parents and raised in a large settlement made up of mostly Wasteland Orcs known as the Dustblades.  The settlement is strategically located in the Western Wastes between Saroyne and Rultmoork. Anyone who wishes to take a short cut thru the Wasteland can hire  Dustblade Orcs as guides or for protection. Of course, sometimes 'donations' are also acceptable payments too.  Even though life is still harsh in Wastelands, the extra income has made life a little easier for settlement. 


Many years ago, Essa's grandparents and her newly married parents were driven out of Saroyne by some members of the The Oaken Ring. Those Druids, discovering her family's ability to see the future without having to read the entrails of animals, and thought it was sacrilegious towards their practices and therefore they should be sacrificed to the Wastes.  


   Dustblade Orcs welcomed Essa's family to the settlement and offered them protection and shelter.  In exchange for this protection, her family used their gifts of Sight to see to help and aid the settlement anyway they could. It was a good set up and this arrangement has benefited everyone. After all any advantage that would help increase the survival of the settlement was a welcomed addition.  To show their appreciation, Essa's family adopted the tribal name, Dustblade, as their last names. 


Essa's Grandparents and parents.


Grandfather Torin and Grandmother Essa.  
Essa's Grandparents where once Saroyne merchants, trading with various Verrayne locations. They also traded with the Dustblade settlement, where they received extra items in exchange for some fortunetelling.  Grandfather was born with the gift of sight, which is passed down his family's line. Essa's mother, Asha inherited the gift and so did Essa.

 
When they fled Saroyne, Grandfather Torin led his family to the Duskblade settlement where he sought refuge.  He was in good standing with the Duskblade tribe, so they accepted them and welcomed them into their encampment.  Shortly after words, Grandmother Essa died for reasons unknown. 


Asha and Rune Dustblade.


Essa's parents married very young.  Asha was helping her parents (Torin and Essa) with their merchant business. Rune was farmer who brought goods to the market place to sell.  That is where they meet and eventually got married.  They weren't married very long when the Oaken Ring Druids came looking for them.  


When they arrived at the settlement it was discovered that Asha was pregent. When Essa was born, it was decided that Essa's family would learn the ways of the Duskblade Orcs.  Because her family possessed the Sight, the local Shaman, Avye the Tounge Spliter was given the task, believing she was well suited for it.  When they won't being taught by Avye, Asha took care of baby Essa while Rune helped the settlement with their farming and livestock raising.  When Essa became a young adult, her parents had another child, her younger brother, Darius.  

Avye the Tongue Splitter.


Avye the Tongue Splitter is an elder, by Orc terms, and the settlement's Shaman.  She's a healer for the settlements people and their animals and performs minor Divinations.  Avye helped Essa's family in teaching them how to survive the harsh conditions of the Wastes and to navigate the ways of the Wasteland Orcs.  She also initiated Essa's family into the Circle of Dust. Avye strongly believes that by nurturing their abilities, it will enhance their gifts of sight.  With such strong Shamans in the Dustblade tribe, others will be discouraged from attacking them.  Essa considers Avye to be her Grandmother.


The Vision.

Essa was sitting across the settlements console which consisted of 2 Orc elders, her mentor Avye the Tongue Splitter, her parents Asha and Rune, and Grandfather Torin. Torin was the first to speak. There was a serious look on his face.  Glancing around, Essa noticed her parents had a look of concern and Avey had a slight smile while gently nodding her head. 

 

"I had a vison last night. I was a spire of stone. The sun rose out of the sea and then turned black over ancient ruins. Then the ground turned green and many faceless people." He hesitates.

"I don't know why, but I feel this is very important and should not be ignored. After much discussion among the console, it was decided that if you agree to it, you should go and investigate this. I can't go because of my age, and your parents are raising your brother. So, it falls to you."

Then Avey spoke up. "Your gift of Sight and your Shaman training is more than adequate to help you in this quest. We believe that the location is Rultmook based on the landmarks in the vision." Avey suddenly smiled. "Of course, if you go, it wouldn't hurt to pick up a few items here and there, would it?" She winked at Essa. "Take your time an let us know your decision."


 Exploring ruins. Meeting new people. Going on a vision quest. What was there to think about. Essa didn't hesitate to accept the task at hand. "I accept!"


With an even bigger smile, Avey handed Essa a skin pouch. She looked in it. It was Avey's divination bones and stones. Tears welded up in her eyes. Avey gently touched Essa's head. 

"These served me well. Now they are yours. They will also serve you well too. With all of our blessings, go forth Granddaughter and fulfill your destiny and may the spirits guide you in your journeys."


The next day Essa left her home and headed towards Rultmook and the unknown world beyond the Wastes. 
 

 

Edited by voodoozombie (see edit history)
Link to comment
Share on other sites

Posted (edited)

POSTING TEMPLATE


PC

Essa Human Druid 5spacer.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 16 (studded and shield) | HP: 38/38 | Initiative: +7 | Passive Perception: 14 
Spell Slots: 1st 4/4, 2nd 3/3 , 3rd 2/2| Spell Attack: +6 | Spell DC: 14
Devil's Sight: 120' | |


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.

     

 

Edited by voodoozombie (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...
×
×
  • Create New...