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DnD Class Build Druid Circle of the Tree of Life

Dungeons and Dragons – Mystara

Class Build – Druid: Circle of the Tree of Life

For one of my gamers I have helped them build an Elven Druid from the Circle of the Tree of Life. Here is the process which we built the character.

Where to Start – Race

The new player was interested in elves, so I discussed what the Elven options in my version of the setting of Mystara. For a full list of races see DnD Races Page.

  • Conversion – Elven Subraces to Mystara
    • High Elves (Called Sunfey) Think they are superior to all others, including other elves, taught they are the first elves, deep connection with history and lore.
    • Wood Elves (Called Woodfey) Works well with other races, deep connection with the land.
    • Eladrin Elves (Called Seasonfey) Mischievous by nature, deep connection with the Fey and magic.
    • Dark Elves or Drow (Called Bloodfey, Shadowfey and Spiritfey) The elves used as the antagonist is all Elven horror stories, deep connection with darkness, shadow and starlight. They are called Shadow Elves in the setting.
    • Sea Elves (called Seafey) As yet unknown by the players
    • Sky Elves (called Skyfey) Also unknown by the players

For this character concept, we chose wood elf to get it to work well with the party.

Next was to choose the class that would suit what the player was interested in. They wished to play a character connected to the wood who can use a bow. In this case after discussing the basics between a Ranger and a Druid we selected druid.

Class – Druid – Circle of the Tree of Life?

Base character options for the Elven Seasonfey as a starting point.

This is chosen to be a member of the circle of the Tree of Life which is dedicated to the centre of the elven soul.

Selecting Attributes

To keep the character simple I have made it a Dexterity based character, with high Dexterity for combat, and Wisdom for spells. Intelligence and Charisma have also been increased to try and make it more balanced, with the only penalty being in Strength.

  • Points to spend = 27
  • Strength gains 12 costing 4
  • Dexterity gains 13 costing 5
  • Constitution gains 12 costing 4
  • Intelligence gains 12 costing 4
  • Wisdom gains gains 13 costing 5
  • Charisma gains gains 13 costing 5

STR 12 (+1) DEX 13 (+1) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 13 (+1)

After using the point buy, race provides the following: +5 Dex, +2 Cha

STR 12 (+1) DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 15 (+2)

Heritage

RacesElven Traits

  • Ability Score Increase: Dexterity +2
  • Alignment: Elves are Chaotic in general
  • Size: Elves are between 6 and 7 feet tall. Your size is Medium
  • Speed: Your walking speed is 30 ft
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Elf Gifts (Level Up) Choice of Mystic Rapport, Prescient Vision or Preternatural Awareness
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, gaining an expertise dice, and magic can’t put you to sleep.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Starting Languages (Elven) You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces

Elemental Subrace

RacesElvenSeasonfey Traits

  • Ability Score Increase: Charisma +1.
  • Seasons (seasonfey) Colours and temperament according to season:
    • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown. They have Air Aspected Traits.
    • Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue. They have Water Aspected Traits
    • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White. They have Earth Aspected Traits.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 +your proficiency bonus+ your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Elvenologist.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Elemental – Air Aspected Traits

  • Ability Score Increase: Dexterity +2
  • Appearance: Pale eyes, blonde hair, white veins or skin are trademarks of Air Aspected characters.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Air Evolution: Counts as a Genasi for the purposes of using Air Genasi effects and magical items, but not as a Air Genasi. With every Genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Air Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Darkness (17), Earth (18), Fire (19), Water (20)

Elemental – Darkness Aspected Traits

  • Ability Score Increase: Charisma +2
  • Touch of the Darkness (Darkness aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
  • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Dark Evolution: Counts as a Genasi for the purposes of using Darkness Genasi effects and magical items, but not as a Darkness Genasi. With every offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Darkness Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Earth (18), Fire (19), Water (20)

Culture

  • Culture – Godbound (Level Up)
  • Arts of Worship – You are proficient with your choice of either Performance, two musical instruments or two artisan’s tools.
  • Bonus Connection – You have one additional connection, selected from the Acolyte background.
  • Detect Faith (Godbound) You are trained to detect even the most subtle indications of a person’s religious perspective. After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success you lear the following information:
    • Whether they have a lower Wisdom score than yourself.
    • Whether they are religious, if so, you also learn their faith.
    • Whether they have class levels in the cleric or herald class.
  • Devotion (Godbound) You gain an expertise die on saving throws made to resist being charmed or frightened.
  • Religious Education – Your community is steeped in scripture, song, and storytelling. You are proficient in the Religion skill and know one cantrip of your choice from cleric, druid, or paladin list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is higher).
  • Siblings in Faith – You have advantage on checks made to socially interact with members of your current or former faith, such as requesting service or gathering information.
  • Languages (Godbound) You can speak, read, write, and sign in two other language.

Backgrounds

Appropriate background for Alfheim are below (see DnD Backgrounds page)

The background that leapt out to me was Sage, so I made this character a researcher into Elven and Draconic relations. As I have put in a shared history of support into the storyline. There is more to it than just that, but it is for the players to explore and discover.

  • Background – Entertainer – (Level Up)
  • Ability Scores – +1 Charisma, and one other score
  • Skills – Performance, either acrobatics, Culture or Persuasion

Languages

As this is set in Mystara, which has two Common languages (Alphatian and Thyatian).

  • Racial Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Class Languages – Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Background Languages: Two additional Languages.
  • Languages (Godbound) You can speak, read, write, and sign in two other language.

Choice of Background and Druid Quirks

I chose the quirks to give a new player a reason to be abrupt and not feel out of place with an established group of players.

  • Background:
  • Personality:
  • Ideal:
  • Bond:
  • Flaw:
  • Treasured Item:
  • Guiding Aspect:
  • Mentor:

Spell Selection

In my setting, Druids learn spells like wizards, but all spellcasters also receive a ritual book with two rituals they know. To simplify I have also made the rituals spells the character can memorise. Though in this case they can make a Nature check vs DC 12 to successfully cast the ritual, or prepare it next time they take a long rest to avoid making the check.

The biggest choice for a druid are their spells and wild shape forms. In this case they get to learn spells from the following sections.

Spell ListClass ListDruid

  • Cantrips – Druidcraft, Guidance, Mending, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip
  • Level 1 Spells – Animal Friendship – H, Charm Person – H, Create or Destroy Water – H, Cure Wounds – H, Detect Magic – R, Detect Poison and Disease – R, Entangle, Faerie Fire, Fog Cloud – H, Goodberry, Healing Word – H, Jump, Longstrider – H, Protection from Evil and Good (ph/tce), Purify Food and Drink – R, Speak with Animals – R, Thunderwave – H.
  • Level 2 Spells – Animal Messenger – HR, Augury – R (ph/tce), Barkskin, Beast Sense, Continual Flame (ph/tce), Darkvision, Enhance Ability – H, Enlarge/Reduce (ph/tce), Find Traps, Flame Blade – H, Flaming Sphere – H, Gust of Wind, Heat Metal – H, Hold Person – H, Lesser Restoration, Locate Animal or Plants – R, Locate Object, Moonbean – H, Pass without Trace, Protection from Poison, Spike Growth
  • Level 3 Spells – Aura of Vitality (ph/tce), Call Lightning – H, Conjure Animals – H, Daylight, Dispel Magic – H, Elemental Weapon (ph/tce), Feign Death – R, Meld into Stone – R, Plant Growth, Protection from Energy, Revivify (ph/tce), Sleet Storm, Speak with Plants, Water Breathing – R, Water Walk – R, Wind Wall.
  • Level 4 Spells – Blight – H, Confusion – H, Conjure Minor Elementals – H, Conjure Woodland Beings – H, Control Water, Divination – R (ph/tce), Dominate Beast – H, Fire Shield (ph/tce), Freedom of Movement, Giant Insect, Grasping Vine, Hallucinatory Terrain, Ice Storm – H, Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire – H
  • Level 5 Spells – Antilife Shell (ph), Awaken (ph), Commune with Nature (ph), Cone of Cold (ph/tce), Conjure Elemental (ph), Contagion (ph), Geas (ph), Greater Restoration (ph), Insect Plague (ph), Mass Cure Wounds (ph), Planar Binding (ph), Reincarnate (ph), Scrying (ph), Tree Stride (ph), Wall of Stone (ph)
  • Level 6 Spells – Conjure Fey (ph), Find the Path (ph), Flesh to Stone (ph/tce), Heal (ph), Heroes’ Feast (ph), Move Earth (ph), Sunbeam (ph), Transport via Plants (ph), Wall of Thorns (ph), Wind Walk (ph)
  • Level 7 Spells – Fire Storm (ph),Mirage Arcane (ph), Plane Shift (ph), Regenerate (ph), Reverse Gravity (ph), Symbol (ph/tce)
  • Level 8 Spells – Animal Shapes (ph), Antipathy/Sympathy (ph), Control Weather (ph), Earthquake (ph), Feeblemind (ph), Incendiary Cloud (ph/tce), Sunburst (ph), Tsunami (ph)
  • Level 9 Spells – Foresight (ph), Shapechange (ph), Storm of Vengeance (ph), True Resurrection (ph)

H – Heighten Effects, R – Ritual Available

Spell ListSecret CraftElvenologist
(Beast and Elven tradition spells)

  • Cantrip Booming Blade (scag142), Green-Flame Blade (scag143), Lightning Lure (scag143), Sword Burst (scag143)
  • 1st Level – Animal Friendship (ph213), Extract Foyson – R (mhh166), Guest of Honour – R (mhh172), Land Bond (mhh178), Tree Ladder (bls119)
  • 2nd Level – Animal Messenger – R (ph213), Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Heartache (mhh172), Ley Disruption (mhh179), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)
  • 3rd Level – Ley Energy Bolt (mhh179), Ley Sense (mhh179), Song of the Forest – R (mhh193)
  • 4th Level – Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)
  • 5th Level – Amplify Ley Field (mhh149), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Tongue Tied (mhh199)
  • 6th Level – Encroaching Shadows – R (mhh165), Ley Whip (mhh180)
  • 7th Level – Celebration – R (mhh156), Greater Ley Pulse (mhh171), Volley Shield (mhh201)
  • 8th Level – Bloom – R (mhh154), Desolation – R (mhh162), Disruptive Aura (mhh163), Harsh Light of Summer’s Glare (mhh172), Ley Surge (mhh180)
  • 9th Level – Afflict Line – R (mhh148), Cosmic Alignment – R (mhh160), Ley Storm (mhh180)

* details to come. R – Ritual Spells.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Insead of trying to maximise specific weapons I have chosen to have more weapons known as elves as known for their bredth of knowledge more than their specialisations.

  • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow
  • Druid Proficiencies: Armour (Light and Medium Armour and shield), Weapons (Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears)

As a druid, the character gets a weapon mastery upgrade at 3rd level, so I have given it an upgrade with the Longbow as part of the archer concept we started with.

Secret Crafts

As for the secret crafts, the character is still to low a level to have progressed beyond Initiate in any of the crafts, but two left out as good starting points being Dragons and Elven Magic relating to the sage aspect of the character. Every 4 character levels is the expect progression in the secret crafts. Those will be a post for another day.

  • Racial Secret Crafts: (Starting) Your choice of starting secret crafts include: DragonologistEarthologistElvenologist.
  • Druidic Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist

Name and Sex

The name of the character will be left to the player (or me on the night) with the sex of it also being up to the player. This character does not need them to be determined to be playable, but it adds to the characterisation and visualisation of the players.

Character Advancement

Starting 1st Level Druid
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • Attributes – Druid – 1st Level (at Level 01)
    • Hit Points 8
    • Proficiencies
      • Armour – Light and Medium Armour and shield (never with metal)
      • Weapons – Gains proficiency with ten simple weapons and three martial weapon of your choice.
        • Standard Weapons – Blowguns (1H and 2H), Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Scythes, Sickles, Slings, Spears.
      • Tools – Herbalism Kit
      • Saving Throws – Intelligence, Wisdom
    • Skills: Nature and choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Starting Equipment
      • a wooden shield or a simple weapon
      • a scimitar or any simple melee weapon
      • a leather armour, an explorer’s pack and a druidic focus
      • Druidcraft Spell book and Ritual book
    • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
    • Ritual Nature Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritual book.
    • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spellbook – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist
  • Player Choices
    • Elven – Mystic Rapport, Skill (Arcana)
    • Background – +1 Int, +1 Dex, Skills (Performance, Persuasion),Gaming, Musical Instrument
    • Class – Skills (Nature, Animal Handling, Medicine), Weapons (Bola, Bows (short and long), Crossbow (Light, Heavy, Hand), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike
Advancing to 2nd Level Druid
  • Attributes – Druid – 2nd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt – Add two new spells to druid lore book. Has access to Druid 1st level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Class feature
      • Wild Companion (Tashias) You can expend a use of your Wild Shape to summon a animal spirit as the Find Familiar spell without needing material components. The Animal is a Fey and stays around for half your druid level.
  • Attributes – Druid Circle of Dreams – 2nd Level
    • Balm of the Summer Court – You become imbued with the blessings of the Summer Court. You are a font of energy the 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 ft of you and spend a number of those dice equal to half your druid level of less. Roll the spent dice and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You regain all dice after a long rest.
  • Character Options (Level 2)
    • Wild Shape – Cat, Elk, Panther
Advancing to 3rd Level Druid
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Druid – 3rd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Wolf
    • Natural Demeanor – A way with animals
    • Weapon Master – Longbow (skilled)
Advancing to 4th Level Druid
  • Attributes – Druid – 4th Level
    • Hit Points 5 + con (d8)
    • Ability Score Improvement – (Choose attribute and feat)
      • Increase one attribute score by +2 or two by +1.
      • Feat – Choose one feat as appropriate to your character.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 2 hrs and can do creatures with a swimming speed. One new form.
  • Character Options
    • Attribute – Dex +2
    • Wild Shape (free) – Reef Sharks
Advancing to 5th Level Druid
  • Attributes – Druid – 5th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Black Bear
Advancing to 6th Level Druid
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Attributes – Druid – 6th Level
    • Hit Points 5 + con (d8)
    • Elemental Attunement (GM) Character has two non-competing elemental aspects.
    • Primal Knowledge (GM) Gain proficiency in another Druid class skill. Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 3 hrs and can do creatures with a swimming speed. One new form
  • Attributes – Druid Circle of Dreams – 6th Level
    • 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 ft radius sphere of magic appears, centred on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain +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.
  • Character Options
    • Skill – Survival
    • Wild Shape (free) – Octopus
    • Weapon Mastery – Longbow (Expert)
Advancing to 7th Level Druid
  • Attributes – Druid – 7th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Character Options
    • Wild Shape (free) – Warhorse
    • Druidic Lore – Truthspeaker
Advancing to 8th Level Druid
  • Character Options
    • Attributes – +2 Wisdom
    • Wild Shape (free) – Bat

Example Build

This uses my annotated stat block to show how I lay out NPCs for reference, and showing how its works for me.

Woodfey Druid – Circle of the Tree of Life Level 7

Name
Medium Elf of the Elements (Seasonfey), Chaotic
Druid 8 of Ilsundal (Circle of the Tree of Life)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 50 (8d8+7) 8 + (7*5 = 35) + (7*1 = 7)
  • Speed: 30 ft

STR 12 (+1) DEX 20 (+5) CON 12 (+1) INT 12 (+1) WIS 15 (+2) CHA 17 (+3)

  • Saving Throws: +4 Intelligence, +5 Wisdom – Fey Ancestry
  • Weapon and Armour: (Proficient) Light and Medium Armour and shield (never with metal),Weapons (Bola, Bows (short), Crossbow (Light, Heavy, Hand), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike (Expert) Longbow
  • Tools: Gaming Set (tba), Herbalism Kit, Musical Instrument (tba)
  • Skills: (proficient) +5 Animal Handling (W), +4 Arcana (I), +4 Nature (I), +6 Performance (C), +6 Persuasion (C), +5 Survival (W)
  • Senses: +2 Perception (W), Passive Perception 12, Darkvision 60 ft
  • Languages:

ABILITIES

  • Danger of Matter (Air aspected) When hit by Acid or Poison damage you take additional damage equal to your proficiency. Acid or Poison effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Danger of the Competing Elements (Darkness aspected) When hit by both Energy (fire or radiant) and Time (cold or force), or both Matter (acid or poison) and Thought (lighting or thunder) damage types in the same round you are considered to have weakness to the second energy type. If you are hit by both energy types of Energy, Matter, Thought or Time in the same round you take additional damage equal to your proficiency. If you use an energy type against those with the same aspect, you have your attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Darkvision (Elven) you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Fey Ancestry (Elven) Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fey Step (seasonfey) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
    • Darkness. If you are standing in a shadow when taking your Fey step and target another shadow, you are considered concealed.
  • Power of Entropy Darkness aspected) When using (or effected by) Necrotic or Psychic you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to turn completely black till the start of your next turn
  • Power of Thought (Air aspected) When using (or effected by) Thunder or Lightning you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow white till the start of your next turn.
  • Racial Subtypes: Count as Eladrin, Elf, Fey and Humanoid.
  • Seasons (seasonfey) Colours and temperament according to season:
    • Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Colours of Red and Brown. They have Air Aspected Traits.
    • Winter is the season of contemplation and dolour, when the vibrant energy of the world slumbers. Colours of White and Blue. They have Water Aspected Traits
    • Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Colours of Green and White. They have Earth Aspected Traits.
    • Summer is the season of boldness and aggression. a time of unfettered energy. Colours of Yellow and Green. They have Fire Aspected Traits.
    • Darkness is the season of loss, a time of pain, and mourning. Colours of Black and Blue. They have Darkness Aspecte Traits.
  • Touch of the Air (Air aspected) While taking a short rest in the open sky, you can spend 1 HD to roll two dice and take the results of both.
  • Touch of the Darkness (Dark aspected) While taking a short rest in an enclosed space without light, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.

Actions (1 per round)

  • Activate Secret Craft
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Grapple (special) see ph195.
  • Shoving a Creature (special) see ph195.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 104 Height: 6′ Proficiency Bonus: +3
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything

Content Updates

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

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Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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