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Interlude 1


Papa Bear

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image.jpeg.6b7f98b633bfac0256e743ca10e7bfe5.jpegRemy laughs. "Rowdy? Ha! Hardly!"  She japes as Billum arrives with the two ales and places them, one in front of Remy and the other in front of Troben. He then bows slightly and backs away, seeing his customers are engaged in their own conversation and knowing that he doesn't need to engage them further at this point unless called upon.

"My uncle would never allow anything close to fun."  She growls and takes a big drink from the tankard. "Besides, there's only the four of us; Uncle, Austin, a Sorcerer from my uncle's original team, Tiberion, a dwarf we met in the Shadow Realm. He's a priest of some god I've never heard of before, and myself. Oh, and the girl who tends the place. She thinks any of the previous heroes have been killed or sent back to their own realms." She begins eating her meal. She's a 'one thing at a time' eater, completely finishing the Corned Beef Hash before moving on to the potatoes then finishing with the griddlecakes.

"Some say you've killed a Demon Lord? How did that go and who was it? How did you bring that cold storage vault back with you?" She asks between shoveling in a mouthful of her breakfast.

When the blade is brought up, she says, "Perhaps Tel'alusfaen-Vel." She suggest, which means 'The Bloody Blade' in elvish. "Or Da Ardol Ithrun" the same, but in dwarven.

 

Edited by Papa Bear (see edit history)
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1d7a376f3d924636f450f6f98127f3ee.jpgTroben the Ragler

AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv)

Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills | Saves | Features


Troben smirks at Eithne and says, "I don't start fights, I finish them. And see? It's just Remy and her merry band of misfits! They are no trouble at all."

Always happy to recount a tale of kicking butt, he says, "We killed the Frost Lord! It was a glorious final battle in the throne room with a frost dragon, an ice beast, and a 20-foot call demon lord throwing ice everywhere. Plus, all the assorted minions that these guys seem to always keep around. We even saved a few people along the way. It was kind of cool actually. What is your team up to? We are recovering a bit and then looking to find another demon lord to kill and people to save."

He rubs his beard slightly and says, "I do like the idea of using another language. it's an interesting idea, but Elvish isn't going to work with a big ass sword like this. And besides, I can barely pronounce any of those. Maybe something like luozdal, which means 'caustic' in abyssal. I speak giant, but they don't have a ton of words for...well, anything."

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1d7a376f3d924636f450f6f98127f3ee.jpgTroben the Ragler

AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv)

Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills | Saves | Features


Troben laughs out loud and says, "Good one! I would say I have a similar name for your spear, but I know that thing is like family to you."

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[setfield][floatleft][img2=200]https://www.myth-weavers.com/attachment.php?attachmentid=109245&d=1681965255[/img2][/floatleft][SIZE="4"][b][COLOR="teal"]Eithne Black[/COLOR][/b][/SIZE] | [B][URL="https://www.myth-weavers.com/sheet.html#id=2538608"]Lv. 8 Hexblood Druid (Circle of the Stars)[/URL][/B][hr][/hr][B]AC:[/B] 21 | [B]HP:[/B] [COLOR="Red"]91[/COLOR]/[COLOR="Green"]91[/COLOR] | [B][COLOR="black"]Initiative[/COLOR]:[/B] +3 | [b]Passive Perception:[/b] [OOC="21"]Darlvision 60[/OOC] | [B]Movement:[/B] [OOC="30 ft"]60 ft. Flight: 10/10 minutes remaining.[/OOC][hr][/hr][OOC="Stats"]STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2)[/OOC] | [OOC="Saves"]INT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 [/OOC] | [OOC="Skills"]Stealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5[/OOC] | [OOC="Spell Slots"][B]1st[/B] 6/6 [B]2nd[/B] 3/3 [B]3rd[/B] 3/3 [B]4th:[/B] 2/2 [b]The Measure[/b] 10/10 charges [b]Scroll:[/b] Detect Poison and Disease [b]Gem:[/b] Snare [b]Token:[/b] Feather Fall[/OOC] | [B]Hit Dice:[/B] [COLOR="red"]7[/COLOR]/[COLOR="Green"]7[/COLOR] | [B]Wild Shape:[/B] [COLOR="Blue"]2[/COLOR]/[COLOR="Green"]2[/COLOR] [hr][/hr][B]Guiding Bolt:[/B] [COLOR="Blue"]3[/COLOR]/[COLOR="Green"]3[/COLOR] | [B]Weal/[U]Woe:[/U][/B] [COLOR="Blue"]3[/COLOR]/[COLOR="green"]3[/COLOR] [hr][/hr] Eithne was content to let Troben tell their tale. He had the better flair for the dramatic. As the conversation continued, Remy did say something that sparked more than a little interest. The Shadow Realm. She could harly imagine what a place like that would look like. [b][color="teal']What is it like there? In the Shadow Realm I mean.[/color][/b] [SPOILER="Mechanics & Mentions"][/SPOILER] [SPOILER="Statblock"][LEFT][b][url=http://www.myth-weavers.com/sheet.html#id=2538608]Eithne Black[/url][/b] [i]Hexblooded Human (Fey) Druid 8 NG[/i] [b]AC[/b] 21 [b]HP[/b] 91 [b]Speed[/b] 30ft [b]Str[/b] 13 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 16 (3) [b]Wis[/b] 23 (6) [b]Int[/b] 16 (3) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]P. Flame (F, 30)[/b] +11 2d8 [b]Thunderclap (T, 5ft burst)[/b] DC17 CON 2d6 [b]+2 Staff of the Woodlands(B, vers.)[/b] +6 1d6/8+3 [b]+1 Dagger (P, l, fin, 20/60)[/b] +8 1d4+4 [b]Shocking Grasp (L)[/b] +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves[/LEFT][/SPOILER] [/SETFIELD]
attachment.php?attachmentid=109245&d=1681965255
Eithne Black | Lv. 8 Hexblood Druid (Circle of the Stars)
AC: 21 | HP: 91 /91 | Initiative : +3 | Passive Perception: 21Darlvision 60 | Movement: 30 ft60 ft. Flight: 10/10 minutes remaining.
StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2) | SavesINT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 | SkillsStealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5 | Spell Slots 1st 6/6 2nd 3/3 3rd 3/3 4th: 2/2 The Measure 10/10 charges Scroll: Detect Poison and Disease Gem: Snare Token: Feather Fall | Hit Dice: 7 /7 | Wild Shape: 2 /2
Guiding Bolt: 3 /3 | Weal/ Woe: 3 /3

Eithne was content to let Troben tell their tale. He had the better flair for the dramatic. As the conversation continued, Remy did say something that sparked more than a little interest. The Shadow Realm. She could harly imagine what a place like that would look like.

What is it like there? In the Shadow Realm I mean.
 

"Mechanics & Mentions"

 

"Statblock"

 

Eithne Black Hexblooded Human (Fey) Druid 8 NG AC 21 HP 91 Speed 30ft Str 13 (1) Dex 16 (3) Con 16 (3) Wis 23 (6) Int 16 (3) Cha 14 (2) Attacks P. Flame (F, 30) +11 2d8 Thunderclap (T, 5ft burst) DC17 CON 2d6 +2 Staff of the Woodlands(B, vers.) +6 1d6/8+3 +1 Dagger (P, l, fin, 20/60) +8 1d4+4 Shocking Grasp (L) +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves

 

 

 

 

 

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Weal or Woe
5
1d6 5
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image.jpeg.6b7f98b633bfac0256e743ca10e7bfe5.jpeg "Its a terrible place." She replies. "Like taking a walk at night with no moon and heavy fog in the spookiest cemetery, one you wouldn't even want to enter during the day. Nothing lives there and the dead come out in droves hungering for the lifeforce of what unfortunate souls find themselves there. The Lord there must be some kind of necromancer, but its demons are beings of shadow. Fortunately, the dwarf we found there is a priest of some god and uncle is a paladin. Both of their connections to their gods remain strong, perhaps even stronger in that wretched place. Their holy power drives back the fiends.

"I am not so blessed. I feel a nasty hunger in the pit of my stomach when I am there. And... voices in my head. I can't understand what they say, but I don't like it. I asked Austin about it, but he says he doesn't feel or hear anything. I think he's lying. He's a b@stard that way.

"Even the ground you walk on is creepy. Its not dirt, or maybe there is down deeper, but its billions of tiny, broken shards of bone that creeks and snaps with every step. An entire land covered in shards of bone. Its terrible. And the smell of rot... its faint as if whatever was rotting was far off or nearly done rotting. But it is pervasive. The whole place smells of it. I'm sure I can smell it in my armor. I keep trying to scrub it clean but I swear I can still smell it on me."

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1d7a376f3d924636f450f6f98127f3ee.jpgTroben the Ragler

AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv)

Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills | Saves | Features


For the first time, Troben looks a little surprised and says in a much more serious tone, "Wow, I thought you had cleaned it out already. That place sounds...awful. It sounds like a place that I would very much like gone. Can we help? I mean, we still have a few days to recover from the last demon lord, but if it means getting that stench out of your armor and out of this world, I'm all for it. I mean, I respect if you want to finish what you start, but I'm happy to help out."

The usually smart-mouthed warrior is suddenly very serious. For him, there's nothing funny about undead. It's one of the few topics that does not warrant his usual snarky comments. He's had ISSUES with them in the past and pretty much what Remy described sounds far worse than anything he's ever experienced.

Tabletop

If we do go into the Shadow Realm, I'm happy to help run an NPC. That's a lot of NPCs for the DM to run. If you are up for it though, I would rather focus on my own character...but am willing to help out.

 

 

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image.jpeg.6b7f98b633bfac0256e743ca10e7bfe5.jpeg "You're braver than I gave you credit for, Ragler." She says, raising an eyebrow. "Baldrick's planning another expedition into Shadowlands later today. The runestone portal at Grenval's will still be open for another 12 hours, I think."

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1d7a376f3d924636f450f6f98127f3ee.jpgTroben the Ragler

AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv)

Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills | Saves | Features


Troben frowns and says, "I'm not sure that will be enough time. Morag was working on a bow and I have been begging Eithne here to try to put together an acid rune for me. I am ready to go, but I won't go without my team. But I'm sure we are all ready to help out if we can."

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[setfield][floatleft][img2=200]https://www.myth-weavers.com/attachment.php?attachmentid=109245&d=1681965255[/img2][/floatleft][SIZE="4"][b][COLOR="teal"]Eithne Black[/COLOR][/b][/SIZE] | [B][URL="https://www.myth-weavers.com/sheet.html#id=2538608"]Lv. 8 Hexblood Druid (Circle of the Stars)[/URL][/B][hr][/hr][B]AC:[/B] 21 | [B]HP:[/B] [COLOR="Red"]91[/COLOR]/[COLOR="Green"]91[/COLOR] | [B][COLOR="black"]Initiative[/COLOR]:[/B] +3 | [b]Passive Perception:[/b] [OOC="21"]Darlvision 60[/OOC] | [B]Movement:[/B] [OOC="30 ft"]60 ft. Flight: 10/10 minutes remaining.[/OOC][hr][/hr][OOC="Stats"]STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2)[/OOC] | [OOC="Saves"]INT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 [/OOC] | [OOC="Skills"]Stealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5[/OOC] | [OOC="Spell Slots"][B]1st[/B] 6/6 [B]2nd[/B] 3/3 [B]3rd[/B] 3/3 [B]4th:[/B] 2/2 [b]The Measure[/b] 10/10 charges [b]Scroll:[/b] Detect Poison and Disease [b]Gem:[/b] Snare [b]Token:[/b] Feather Fall[/OOC] | [B]Hit Dice:[/B] [COLOR="red"]7[/COLOR]/[COLOR="Green"]7[/COLOR] | [B]Wild Shape:[/B] [COLOR="Blue"]2[/COLOR]/[COLOR="Green"]2[/COLOR] [hr][/hr][B]Guiding Bolt:[/B] [COLOR="Blue"]3[/COLOR]/[COLOR="Green"]3[/COLOR] | [B]Weal/[U]Woe:[/U][/B] [COLOR="Blue"]3[/COLOR]/[COLOR="green"]3[/COLOR] [hr][/hr] [b][color="teal']"That certainly sounds like an actively hostile realm. Moreso than the frozen one we left. Part of me wants to know what its voice is like, its intent..."[/color][/b] Eithne paused, thinking. The symptoms Remy described sounded like the ones of corruption taking hold. She quickly scanned Remy for any new of slightly "off" features, ones that could escape a casual glance. She'd need to take care with what she was about to say. [b][color="teal']"I'm not trying to tell you what you know or what to do, but some of what your describing sounds like the start of a corruption. I've been keeping an eye on our companion Rik for something similar. Our minds protect us from the poison that steeps in every recess of this place, but it has its limits. It sounds like Austin could be correct, he hears no voices. If you're going back, then I definitely want to make the effort to go with you. My connection to these land has been amplified enough that I might be able to hear it too if I'm there."[/color][/b] All business, Eithne turned to Troben with tasks on her mind. [b][color="teal']"If Morag getts started soon, he should be able to finish his bow within that window. The same goes for us and the acid rune. Dwaron can focus on any supplies we could need, especially holy water, firewood, and oil. It'll be a good chance for him to get more familiar with the town. Should we meet up near the adventurer's guild when we're ready?"[/color][/b] [SPOILER="Mechanics & Mentions"][/SPOILER] [SPOILER="Statblock"][LEFT][b][url=http://www.myth-weavers.com/sheet.html#id=2538608]Eithne Black[/url][/b] [i]Hexblooded Human (Fey) Druid 8 NG[/i] [b]AC[/b] 21 [b]HP[/b] 91 [b]Speed[/b] 30ft [b]Str[/b] 13 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 16 (3) [b]Wis[/b] 23 (6) [b]Int[/b] 16 (3) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]P. Flame (F, 30)[/b] +11 2d8 [b]Thunderclap (T, 5ft burst)[/b] DC17 CON 2d6 [b]+2 Staff of the Woodlands(B, vers.)[/b] +6 1d6/8+3 [b]+1 Dagger (P, l, fin, 20/60)[/b] +8 1d4+4 [b]Shocking Grasp (L)[/b] +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves[/LEFT][/SPOILER] [/SETFIELD]
attachment.php?attachmentid=109245&d=1681965255
Eithne Black | Lv. 8 Hexblood Druid (Circle of the Stars)
AC: 21 | HP: 91 /91 | Initiative : +3 | Passive Perception: 21Darlvision 60 | Movement: 30 ft60 ft. Flight: 10/10 minutes remaining.
StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2) | SavesINT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 | SkillsStealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5 | Spell Slots 1st 6/6 2nd 3/3 3rd 3/3 4th: 2/2 The Measure 10/10 charges Scroll: Detect Poison and Disease Gem: Snare Token: Feather Fall | Hit Dice: 7 /7 | Wild Shape: 2 /2
Guiding Bolt: 3 /3 | Weal/ Woe: 3 /3


"That certainly sounds like an actively hostile realm. Moreso than the frozen one we left. Part of me wants to know what its voice is like, its intent..."

Eithne paused, thinking. The symptoms Remy described sounded like the ones of corruption taking hold. She quickly scanned Remy for any new of slightly "off" features, ones that could escape a casual glance. She'd need to take care with what she was about to say.

"I'm not trying to tell you what you know or what to do, but some of what your describing sounds like the start of a corruption. I've been keeping an eye on our companion Rik for something similar. Our minds protect us from the poison that steeps in every recess of this place, but it has its limits. It sounds like Austin could be correct, he hears no voices. If you're going back, then I definitely want to make the effort to go with you. My connection to these land has been amplified enough that I might be able to hear it too if I'm there."

All business, Eithne turned to Troben with tasks on her mind.

"If Morag getts started soon, he should be able to finish his bow within that window. The same goes for us and the acid rune. Dwaron can focus on any supplies we could need, especially holy water, firewood, and oil. It'll be a good chance for him to get more familiar with the town. Should we meet up near the adventurer's guild when we're ready?"
 

"Mechanics & Mentions"

 

"Statblock"

 

Eithne Black Hexblooded Human (Fey) Druid 8 NG AC 21 HP 91 Speed 30ft Str 13 (1) Dex 16 (3) Con 16 (3) Wis 23 (6) Int 16 (3) Cha 14 (2) Attacks P. Flame (F, 30) +11 2d8 Thunderclap (T, 5ft burst) DC17 CON 2d6 +2 Staff of the Woodlands(B, vers.) +6 1d6/8+3 +1 Dagger (P, l, fin, 20/60) +8 1d4+4 Shocking Grasp (L) +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves

 

 

Name
Medicine (If needed)
25
1d20+9 16
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image.jpeg.6b7f98b633bfac0256e743ca10e7bfe5.jpeg "Well that's grand." The Lady of the Lance says with a grin. "You lot can go with uncle and I'll stay back with my feet kicked up in front of a roaring fire. I hate that place anyway."

 

(((OOC: Eithne should make a perception check instead... but that's +2 better so we'll roll with a 27)))

 

Eithne seems to think that Remy's hair is darker than it used to be... not exactly a 'sign of corruption', but she's pretty sure she remembered Remy being a 'platinum blonde' not 'sandy blonde'... but it could be the lighting. Remy also looks like she's probably lost 10 or 12 pounds. Quite a lot for a woman no more than 5'6" to 5'8" in height who was already rather lithe. It was hard to tell for sure being as the woman was in mail armor.

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[setfield][floatleft][img2=200]https://www.myth-weavers.com/attachment.php?attachmentid=109245&d=1681965255[/img2][/floatleft][SIZE="4"][b][COLOR="teal"]Eithne Black[/COLOR][/b][/SIZE] | [B][URL="https://www.myth-weavers.com/sheet.html#id=2538608"]Lv. 8 Hexblood Druid (Circle of the Stars)[/URL][/B][hr][/hr][B]AC:[/B] 21 | [B]HP:[/B] [COLOR="Red"]91[/COLOR]/[COLOR="Green"]91[/COLOR] | [B][COLOR="black"]Initiative[/COLOR]:[/B] +3 | [b]Passive Perception:[/b] [OOC="21"]Darlvision 60[/OOC] | [B]Movement:[/B] [OOC="30 ft"]60 ft. Flight: 10/10 minutes remaining.[/OOC][hr][/hr][OOC="Stats"]STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2)[/OOC] | [OOC="Saves"]INT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 [/OOC] | [OOC="Skills"]Stealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5[/OOC] | [OOC="Spell Slots"][B]1st[/B] 6/6 [B]2nd[/B] 3/3 [B]3rd[/B] 3/3 [B]4th:[/B] 2/2 [b]The Measure[/b] 10/10 charges [b]Scroll:[/b] Detect Poison and Disease [b]Gem:[/b] Snare [b]Token:[/b] Feather Fall[/OOC] | [B]Hit Dice:[/B] [COLOR="red"]7[/COLOR]/[COLOR="Green"]7[/COLOR] | [B]Wild Shape:[/B] [COLOR="Blue"]2[/COLOR]/[COLOR="Green"]2[/COLOR] [hr][/hr][B]Guiding Bolt:[/B] [COLOR="Blue"]3[/COLOR]/[COLOR="Green"]3[/COLOR] | [B]Weal/[U]Woe:[/U][/B] [COLOR="Blue"]3[/COLOR]/[COLOR="green"]3[/COLOR] [hr][/hr] [b][color="teal']"I know. It really is, isn't it?"[/color][/b] Eithne returned Remy's grin with a wicked one of her own, [b][color="teal']"Troben needs the rivalry or he gets lazy. In all seriousness though, I do have the means to clear the corruption. I just hadn't prepared it for today. An oversight I'll rectify tomorrow."[/color][/b] [SPOILER="Mechanics & Mentions"][/SPOILER] [SPOILER="Statblock"][LEFT][b][url=http://www.myth-weavers.com/sheet.html#id=2538608]Eithne Black[/url][/b] [i]Hexblooded Human (Fey) Druid 8 NG[/i] [b]AC[/b] 21 [b]HP[/b] 91 [b]Speed[/b] 30ft [b]Str[/b] 13 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 16 (3) [b]Wis[/b] 23 (6) [b]Int[/b] 16 (3) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]P. Flame (F, 30)[/b] +11 2d8 [b]Thunderclap (T, 5ft burst)[/b] DC17 CON 2d6 [b]+2 Staff of the Woodlands(B, vers.)[/b] +6 1d6/8+3 [b]+1 Dagger (P, l, fin, 20/60)[/b] +8 1d4+4 [b]Shocking Grasp (L)[/b] +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves[/LEFT][/SPOILER] [/SETFIELD]
attachment.php?attachmentid=109245&d=1681965255
Eithne Black | Lv. 8 Hexblood Druid (Circle of the Stars)
AC: 21 | HP: 91 /91 | Initiative : +3 | Passive Perception: 21Darlvision 60 | Movement: 30 ft60 ft. Flight: 10/10 minutes remaining.
StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2) | SavesINT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 | SkillsStealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5 | Spell Slots 1st 6/6 2nd 3/3 3rd 3/3 4th: 2/2 The Measure 10/10 charges Scroll: Detect Poison and Disease Gem: Snare Token: Feather Fall | Hit Dice: 7 /7 | Wild Shape: 2 /2
Guiding Bolt: 3 /3 | Weal/ Woe: 3 /3


"I know. It really is, isn't it?" Eithne returned Remy's grin with a wicked one of her own, "Troben needs the rivalry or he gets lazy. In all seriousness though, I do have the means to clear the corruption. I just hadn't prepared it for today. An oversight I'll rectify tomorrow."
 

"Mechanics & Mentions"

 

 

"Statblock"

 

Eithne Black Hexblooded Human (Fey) Druid 8 NG AC 21 HP 91 Speed 30ft Str 13 (1) Dex 16 (3) Con 16 (3) Wis 23 (6) Int 16 (3) Cha 14 (2) Attacks P. Flame (F, 30) +11 2d8 Thunderclap (T, 5ft burst) DC17 CON 2d6 +2 Staff of the Woodlands(B, vers.) +6 1d6/8+3 +1 Dagger (P, l, fin, 20/60) +8 1d4+4 Shocking Grasp (L) +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves

 

 

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1d7a376f3d924636f450f6f98127f3ee.jpgTroben the Ragler

AC: 21 | Hit Points: 105/105 | Passive Perception: 16 | Init: +4 (adv)

Second Wind: 1/1 | Action Surge: 1/1 | Unleash Incarnation: 4/4 | Heroic Strike: 1/1 | Skills | Saves | Features


Troben rolls his eyes and says, "Don't be so dramatic. You barely know Eithne. She's good people and smart. I know I'm still alive because she's smarter than me. We haven't seen talked to your Uncle. Eithne just gets this stuff...she's in tune with it. I like you a lot Remy, we are a lot a like. We all gotta keep safe, even if the dangerous stuff is something we can't see."

He holds up the ale and takes another drink in a salute to the woman.

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[setfield][floatleft][img2=200]https://www.myth-weavers.com/attachment.php?attachmentid=109245&d=1681965255[/img2][/floatleft][SIZE="4"][b][COLOR="teal"]Eithne Black[/COLOR][/b][/SIZE] | [B][URL="https://www.myth-weavers.com/sheet.html#id=2538608"]Lv. 8 Hexblood Druid (Circle of the Stars)[/URL][/B][hr][/hr][B]AC:[/B] 21 | [B]HP:[/B] [COLOR="Red"]91[/COLOR]/[COLOR="Green"]91[/COLOR] | [B][COLOR="black"]Initiative[/COLOR]:[/B] +3 | [b]Passive Perception:[/b] [OOC="21"]Darlvision 60[/OOC] | [B]Movement:[/B] [OOC="30 ft"]60 ft. Flight: 10/10 minutes remaining.[/OOC][hr][/hr][OOC="Stats"]STR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2)[/OOC] | [OOC="Saves"]INT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 [/OOC] | [OOC="Skills"]Stealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5[/OOC] | [OOC="Spell Slots"][B]1st[/B] 6/6 [B]2nd[/B] 3/3 [B]3rd[/B] 3/3 [B]4th:[/B] 2/2 [b]The Measure[/b] 10/10 charges [b]Scroll:[/b] Detect Poison and Disease [b]Gem:[/b] Snare [b]Token:[/b] Feather Fall[/OOC] | [B]Hit Dice:[/B] [COLOR="red"]7[/COLOR]/[COLOR="Green"]7[/COLOR] | [B]Wild Shape:[/B] [COLOR="Blue"]2[/COLOR]/[COLOR="Green"]2[/COLOR] [hr][/hr][B]Guiding Bolt:[/B] [COLOR="Blue"]3[/COLOR]/[COLOR="Green"]3[/COLOR] | [B]Weal/[U]Woe:[/U][/B] [COLOR="Blue"]3[/COLOR]/[COLOR="green"]3[/COLOR] [hr][/hr] [b][color="teal']"I wouldn't have to talk to him,"[/color][/b] the mirth that was there a second ago was gone, and what remained was a firm stare that locked on to Remy's eyes. Eithne's didn't waver a bit, [b][color="teal']"Everything you've described, from the voices and hunger, in addition to the physical signs I'm starting to see, leads me to believe it is building in you." "Troben's right. You don't know much about me and I'd say the reverse is also true. But you should know yourself better than that. Do you really want to know what that hunger will do to you if you can't fight the need to indulge it. You can ask the corpses that wander in the Shadow Realm. They probably felt much the same as you do now, before that dark place consumed them."[/color][/b] Eithne reached out gently and placed her hand on Remy's. [b][color="teal']"We're not the enemy here and neither are you. The oldest law of nature is that the group that survives is the one that looks after their fellows. All the strength in the world can't topple that. I want you to be the person that shows your uncle exactly who she can be. Let me help you with that."[/color][/b] [SPOILER="Mechanics & Mentions"][/SPOILER] [SPOILER="Statblock"][LEFT][b][url=http://www.myth-weavers.com/sheet.html#id=2538608]Eithne Black[/url][/b] [i]Hexblooded Human (Fey) Druid 8 NG[/i] [b]AC[/b] 21 [b]HP[/b] 91 [b]Speed[/b] 30ft [b]Str[/b] 13 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 16 (3) [b]Wis[/b] 23 (6) [b]Int[/b] 16 (3) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]P. Flame (F, 30)[/b] +11 2d8 [b]Thunderclap (T, 5ft burst)[/b] DC17 CON 2d6 [b]+2 Staff of the Woodlands(B, vers.)[/b] +6 1d6/8+3 [b]+1 Dagger (P, l, fin, 20/60)[/b] +8 1d4+4 [b]Shocking Grasp (L)[/b] +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves[/LEFT][/SPOILER] [/SETFIELD]
attachment.php?attachmentid=109245&d=1681965255
Eithne Black | Lv. 8 Hexblood Druid (Circle of the Stars)
AC: 21 | HP: 91 /91 | Initiative : +3 | Passive Perception: 21Darlvision 60 | Movement: 30 ft60 ft. Flight: 10/10 minutes remaining.
StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 22 (+6) CHA 14 (+2) | SavesINT +6 WIS +9 Advantage on Concentration Resolve Die 1d20+2 Resolve Check 1d20+10 Corruption Save 1d20+13 | SkillsStealth +6 Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Sleight of Hand +6 Survival +9 Deception +5 Persuasion +5 | Spell Slots 1st 6/6 2nd 3/3 3rd 3/3 4th: 2/2 The Measure 10/10 charges Scroll: Detect Poison and Disease Gem: Snare Token: Feather Fall | Hit Dice: 7 /7 | Wild Shape: 2 /2
Guiding Bolt: 3 /3 | Weal/ Woe: 3 /3

"I wouldn't have to talk to him," the mirth that was there a second ago was gone, and what remained was a firm stare that locked on to Remy's eyes. Eithne's didn't waver a bit, "Everything you've described, from the voices and hunger, in addition to the physical signs I'm starting to see, leads me to believe it is building in you."

"Troben's right. You don't know much about me and I'd say the reverse is also true. But you should know yourself better than that. Do you really want to know what that hunger will do to you if you can't fight the need to indulge it. You can ask the corpses that wander in the Shadow Realm. They probably felt much the same as you do now, before that dark place consumed them."


Eithne reached out gently and placed her hand on Remy's.

"We're not the enemy here and neither are you. The oldest law of nature is that the group that survives is the one that looks after their fellows. All the strength in the world can't topple that. I want you to be the person that shows your uncle exactly who she can be. Let me help you with that."
 

"Mechanics & Mentions"

 

 

"Statblock"

 

Eithne Black Hexblooded Human (Fey) Druid 8 NG AC 21 HP 91 Speed 30ft Str 13 (1) Dex 16 (3) Con 16 (3) Wis 23 (6) Int 16 (3) Cha 14 (2) Attacks P. Flame (F, 30) +11 2d8 Thunderclap (T, 5ft burst) DC17 CON 2d6 +2 Staff of the Woodlands(B, vers.) +6 1d6/8+3 +1 Dagger (P, l, fin, 20/60) +8 1d4+4 Shocking Grasp (L) +11 2d8 Size: Medium ASIs: +1 DEX, +1 CON, +1 WIS (Race), +2 WIS (4th) Ancestral Legacy: (Perception & Insight) If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision: You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token: As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions: *Telepathic Message: As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. *Remote Viewing: If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed. Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows. Hex Magic: You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (Wisdom). Skilled: (Medicine, Stealth, Persuasion) You gain proficiency in any combination of three skills or tools of your choice. Feywild Connection: Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark: You were transformed in some small way by your stay in the Feywild and gained a fey mark, determined by rolling on the Fey Mark table. *Your eyes swirl with iridescent colors. Feywild Visitor: Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally. Druidic: You 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. Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. Cantrips: At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Wild Shape: Starting 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. 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. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells. Wild Companion: 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. Druid Circle: At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Circle of Stars: The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. Star Map: A collection of maps bound in an ebony cover *You know the guidance cantrip. *You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. *You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form: *Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. *Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. *Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. Wild Shape Improvement: At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Cantrip Versatility: 4th-level druid optional feature 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. Druid Circle Feature: At 6th level, you gain a feature granted by your Druid Circle. Cosmic Omen: Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die: *Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total. *Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Wild Shape Improvement: At 8th level, your Wild Shape improves as shown on the Beast Shapes table. War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. *When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Frost Lord's Defeat: A lord has fallen. *+1 Life Bonus AC *+10% HP (8) *Permanent +1 to all Ability Saves

 

 

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