Henry Oak (
overnightoaks) wrote2002-05-07 11:46 am
Entry tags:
Character sheet
HENRY OAK
druid (circle of dreams)
level 20
human/wood elf
chaotic good
outlander
druid (circle of dreams)
level 20
human/wood elf
chaotic good
outlander
11
STR
(+0)
STR
(+0)
15
DEX
(+2)
DEX
(+2)
12
CON
(+1)
CON
(+1)
12
INT
(+1)
INT
(+1)
20
WIS
(+5)
WIS
(+5)
12
CHA
(+1)
CHA
(+1)
+2
INITIATIVE
INITIATIVE
+6
PROFICIENCY
PROFICIENCY
35ft
SPEED
SPEED
122
MAX HP
122
CURRENT HP
12
ARMOR CLASS
10d8+1
SAVING THROWS
| ◇ +0 str | ◆ +7 int |
| ◇ +2 dex | ◆ +11 wis |
| ◇ +1 con | ◇ +1 cha |
- Common, Druidic, Elvish, Sylvan
- Light/Medium Armor, Shields
- Simple Weapons
- Herbalism Kit
- Pan Flute
SKILLS
PASSIVE PERCEPTION
PASSIVE INVESTIGATION
PASSIVE INSIGHT
Darkvision 60ft.
◇ +2 acrobatics
◇ +5 animal handling
◆ +7 arcana
◆ +6 athletics
◇ +1 deception
◇ +1 history
◇ +5 insight
◇ +1 intimidation
◇ +1 investigation
◇ +5 medicine
◆ +7 nature
◆ +11 perception
◇ +1 performance
◇ +1 persuasion
◇ +1 religion
◇ +2 sleight of hand
◇ +2 stealth
◆ +11 survival
◇ +5 animal handling
◆ +7 arcana
◆ +6 athletics
◇ +1 deception
◇ +1 history
◇ +5 insight
◇ +1 intimidation
◇ +1 investigation
◇ +5 medicine
◆ +7 nature
◆ +11 perception
◇ +1 performance
◇ +1 persuasion
◇ +1 religion
◇ +2 sleight of hand
◇ +2 stealth
◆ +11 survival
26
16
15
INVENTORY
- Birkenstocks (+ socks)
- Iodine
- Condoms
- Fanny Pack of Holding
- Airpods
- The Revisor
- Anchor: a bowl of overnight oats
KNOWN WILD SHAPES
- Bear (Panda, Brown)
- Wolf
- Giant Eagle
- Giant Duck
- Cricket
- Wombat
- Rhinoceros
- Kangaroo
- Giant Spider
- anything from the San Diego Zoo
FEATS
- Wood Elf Magic:
Learn the longstrider, pass without trace, and mold earth spells, each of which he can cast once per long rest without expending a spell slot. - Observant:
WIS increases by 1. If he can see a creature's mouth while it is speaking a language he understands, he can read its lips. Gain a +5 bonus to passive Perception and passive Investigation.
FEATURES & TRAITS
NAME
DESCRIPTION
BALM OF THE
SUMMER COURT
SUMMER COURT
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
HEARTH OF MOONLIGHT AND SHADOW
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
HIDDEN PATHS
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
FEY ANCESTRY
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
MASK OF THE WILD
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Spells (lvl 0-2)
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.