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
| β +0 str | β +7 int |
| β +2 dex | β +11 wis |
| β +1 con | β +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.
β +2 acrobatics
β +5 animal handling
β +7 arcana
β +6 athletics
β +1 deception
β +1 history
β +5 insight
β +1 intimidation
β +1 investigation
β +5 medicine
β +7 nature
β +11 perception
β +1 performance
β +1 persuasion
β +1 religion
β +2 sleight of hand
β +2 stealth
β +11 survival
β +5 animal handling
β +7 arcana
β +6 athletics
β +1 deception
β +1 history
β +5 insight
β +1 intimidation
β +1 investigation
β +5 medicine
β +7 nature
β +11 perception
β +1 performance
β +1 persuasion
β +1 religion
β +2 sleight of hand
β +2 stealth
β +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 6-9)
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
(DADDY MAGIC)
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.