overnightoaks: (wall of fire)
Henry Oak ([personal profile] overnightoaks) wrote2002-05-07 11:46 am

Character sheet

HENRY OAK
druid (circle of dreams)
level 20
human/wood elf
chaotic good
outlander
11
STR
(+0)
15
DEX
(+2)
12
CON
(+1)
12
INT
(+1)
20
WIS
(+5)
12
CHA
(+1)
+2
INITIATIVE
+6
PROFICIENCY
35ft
SPEED
122
MAX HP

122
CURRENT HP

12
ARMOR CLASS

HIT DICE
10d8+1

SAVING THROWS
β—‡ +0 str β—† +7 int
β—‡ +2 dex β—† +11 wis
β—‡ +1 con β—‡ +1 cha

OTHER PROFICIENCIES & LANGUAGES

  • Common, Druidic, Elvish, Sylvan
  • Light/Medium Armor, Shields
  • Simple Weapons
  • Herbalism Kit
  • Pan Flute
SKILLS
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


26
PASSIVE PERCEPTION
16
PASSIVE INVESTIGATION
15
PASSIVE INSIGHT
Darkvision 60ft.
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
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.
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.
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.
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.
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