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(5E) Rogues Gallery for D&D/Moorcock Multiverse Inspiration PBP
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<blockquote data-quote="jmucchiello" data-source="post: 7875459" data-attributes="member: 813"><p>[ATTACH=full]116942[/ATTACH]</p><p><span style="font-size: 18px"><strong>Name:</strong> Eovin Silmalass</span></p><p><strong>Race:</strong> Pixie; <strong>Class-Level:</strong> Druid-3; <strong>Background:</strong> Fae Creature</p><p><strong>Alignment:</strong> Neutral Good; <strong>Proficiency Bonus:</strong> +2</p><p><strong>Passive Perception:</strong> 13, <strong>Passive Investigation:</strong> 10; <strong>Vision:</strong> Darkvision, 60 feet</p><p><strong>Hit Dice:</strong> 3d8+3; <strong>Spent HD:</strong> None</p><p></p><p><strong>Strength:</strong> 9 (-1)</p><p><strong>Dexterity:</strong> 17 (+3), <strong>Stealth:</strong> +5, <strong>Thieves' Tools:</strong> +5</p><p><strong>Constitution:</strong> 13 (+1)</p><p><strong>Intelligence:</strong> 13 (+1), <strong>SAVES:</strong> +3, <em>Includes bonus from Vizier's Rod</em></p><p><strong>Wisdom:</strong> 13 (+1), <strong>SAVES:</strong> +3, <strong>Nature:</strong> +3, <strong>Perception:</strong> +3</p><p><strong>Charisma:</strong> 19 (+4), <strong>Animal Handling:</strong> +6, <strong>Persuasion:</strong> +6; <strong>Performance:</strong> +6</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p style="margin-left: 20px"><strong>Speed:</strong> 15 ft, 30 ft flying</p> <p style="margin-left: 20px"><strong>Initiative:</strong> +3</p> <p style="margin-left: 20px"><strong>AC:</strong> 15</p> <p style="margin-left: 20px"><strong>HP:</strong> 21/21; <strong>TEMP:</strong> 0</p> <p style="margin-left: 20px"><strong>Poison Spray:</strong> CON DC 14, 1d12 poison 10 ft</p> <p style="margin-left: 20px"><strong>Produce Flame:</strong> +6 1d8 fire 30 ft</p> <p style="margin-left: 20px"></p><p><strong><span style="font-size: 18px">Proficiencies</span></strong></p><p style="margin-left: 20px"><strong>Languages:</strong> Common, Elvish, Sylvan</p> <p style="margin-left: 20px"><strong>Tools:</strong> Herbalism Kit, Leatherworker's Tools, Thieves' Tools, Pan Flute</p> <p style="margin-left: 20px"><strong>Armor:</strong> Light armor, medium armor, shields (non-metal)</p> <p style="margin-left: 20px"><strong>Weapons:</strong> Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears</p><p></p><p><strong><span style="font-size: 18px">Race:</span></strong> Pixie</p><p style="margin-left: 20px"><strong>Ability Score Increase:</strong> +2 Dex, +1 Cha</p> <p style="margin-left: 20px"><strong>Age:</strong> Pixies do not age as normal races do, and after reaching maturity do not die except from wound or disease.</p> <p style="margin-left: 20px"><strong>Size:</strong> Pixies are like tiny elves, standing at barely a foot tall. Your size is Tiny.</p> <p style="margin-left: 20px"><strong>Speed:</strong> Your base walking speed is 15 feet. Your flying speed is 30 feet.</p> <p style="margin-left: 20px"><strong>Darkvision:</strong> Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or dim conditions. 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 can't discern color in darkness, only shades of gray.</p> <p style="margin-left: 20px"><strong>Fey Ancestry:</strong> You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</p> <p style="margin-left: 20px"><strong>Nature's Child:</strong> The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.</p> <p style="margin-left: 20px"><strong>Invisibility:</strong> Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way <s>three times, regaining your uses of the spell after finishing a</s> <em>once per </em>long rest. <em>If you are a spell caster, you can cast inivisibility, with no material components, using a 2nd level (or higher) spell slot without preparing it for the day.</em></p> <p style="margin-left: 20px"><strong>Wing Regrowth:</strong> If your wings are cut or injured, your magic causes them to regrow by the end of a long rest.</p> <p style="margin-left: 20px"><strong>Languages:</strong> You can speak, read, and write Common, Elvish, and Sylvan.</p><p></p><p><strong><span style="font-size: 18px">Background:</span></strong> Fae Creature</p><p style="margin-left: 20px"><strong>Skills:</strong> Stealth, Persuasion</p> <p style="margin-left: 20px"><strong>Tools:</strong> Thieves' Tools (for mischief), Leatherworker's Kit (for making her own clothes)</p> <p style="margin-left: 20px"><strong>Member of Fae Court:</strong> Not sure what this will do for her. But she is a member.</p><p></p><p><strong><span style="font-size: 18px">Class</span>:</strong> Druid (Special)</p><p style="margin-left: 20px"><em>Due to her fae nature, Eovin uses Charisma in place of Wisdom for all Druid abilities.</em></p> <p style="margin-left: 20px"><strong>Armor:</strong> Light armor, medium armor, shields (druids will not wear armor or use shields made of metal. Eovin won't do so because they're just too heavy)</p> <p style="margin-left: 20px"><strong>Weapons:</strong> Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears</p> <p style="margin-left: 20px"><strong>Tools:</strong> Herbalism Kit,</p> <p style="margin-left: 20px"><strong>Saving Throws:</strong> Intelligence, Wisdom</p> <p style="margin-left: 20px"><strong>Skills:</strong> Perception, Animal Handling</p> <p style="margin-left: 20px"><strong>Spells:</strong> Attack: +6, DC: 14 (due to fae influence, spellcasting is based on Charisma)</p> <p style="margin-left: 20px"><strong>Spells Prepared (7):</strong> Charm Person, Cure Wounds, Detect Magic, Faerie Fire, Purify Food and Drink, Flaming Sphere, Hold Person </p> <p style="margin-left: 20px"><strong>Cantrips:</strong> <em>poison spray</em>, <em>produce flame</em></p> <p style="margin-left: 20px"><strong>Spells per Rest:</strong> <em>1st</em> 4, <em>2nd</em> 2</p> <p style="margin-left: 20px"><strong>Druidic:</strong> 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.</p> <p style="text-align: center"></p> <p style="margin-left: 20px"><strong><em>2nd Level</em></strong></p><p></p><p style="margin-left: 20px"><strong>Wild Shape (2/short rest)</strong>: 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Beast Shapes</strong></p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Max. CR</strong></p> </td><td><strong>Limitations</strong></td><td><strong>Example</strong></td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">1/4</p> </td><td>No flying or swimming speed</td><td>Wolf</td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">1/2</p> </td><td>No flying speed</td><td>Crocodile</td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">1</p> </td><td>—</td><td>Giant eagle</td></tr></table> <p style="margin-left: 20px">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:</p><p></p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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. or 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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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 GM 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<br /> 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.</li> </ul> <p style="margin-left: 20px"><strong>Bonus Proficiencies: </strong>Performance, Pan flute, Viol</p> <p style="margin-left: 20px"><strong>Primordial Rhapsody: </strong>Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.</p><p></p><ul> <li data-xf-list-type="ul">When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet.</li> <li data-xf-list-type="ul">When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier.</li> <li data-xf-list-type="ul">Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll.</li> <li data-xf-list-type="ul">When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll.</li> </ul> <p style="margin-left: 20px">The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).</p><p></p><p>[spoiler="Druidic Circle of Song"]</p><p style="text-align: center"><strong><span style="font-size: 18px">Druid Circle: Circle of the Song</span></strong></p><p></p><p style="margin-left: 20px">Members of the Circle of the Song, often referred to as nightingales use music to weave the powers of life and vitality into the natural world around them. With each note of their songs, the world begins to grow anew. These druids act as conduits of the forces of nature through music and inspires those forces to move.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Bonus Proficiencies</strong></p> <p style="margin-left: 20px">At 2nd level when you choose this druid circle, you gain proficiency in Performance and with two instruments of your choice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Primordial Rhapsody</strong></p> <p style="margin-left: 20px">Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.</p><p></p><ul> <li data-xf-list-type="ul">When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet.</li> <li data-xf-list-type="ul">When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier.</li> <li data-xf-list-type="ul">Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll.</li> <li data-xf-list-type="ul">When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll.</li> </ul> <p style="margin-left: 20px">The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Melody’s Reach</strong></p> <p style="margin-left: 20px">Starting at 6th level, your spells are carried on the songs you conjure. While your Primordial Rhapsody is active, when you cast a spell that has a range of less than 30 feet (other than self), the spell’s range increases to the range of your Primordial Rhapsody.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Reverberating Chord</strong></p> <p style="margin-left: 20px">With a musical flourish, you can focus your magical energy and hurl it at your enemies. Beginning at 10th level, while you concentrate on a spell of 1st level or higher, you can use your bonus action to deal thunder damage equal to your Wisdom modifier to a creature within 30 feet of you. If your Primordial Rhapsody is active, you deal additional thunder damage equal to half your druid level.Additionally, you gain a bonus on saving throws you make made to maintain your concentration equal to your Wisdom modifier.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Distant Melody</strong></p> <p style="margin-left: 20px">At 14th level, the notes of your songs carry through all of creation and carry meaning back to you. You can cast <em>sending </em>at will without expending a spell slot.Additionally, the range of your Primordial Rhapsody and Reverberating Chord features increases to 60 feet.</p><p>[/Spoiler]</p><p></p><p><strong><span style="font-size: 18px">Equipment</span></strong></p><p style="margin-left: 20px">Leather Armor (2.5 gp, 1 lb 4 oz)</p> <p style="margin-left: 20px">Herbalism Kit (5 gp, 12 oz)</p> <p style="margin-left: 20px">Thieves' Tools (25 gp, 2 oz)</p> <p style="margin-left: 20px">Traveler's Clothes, 2 sets (1 gp, 4 oz each)</p> <p style="margin-left: 20px">Parts to build a pan flute (3 gp, 4 oz)</p> <p style="margin-left: 20px">Mistletoe circlet, druidic focus (5 sp)</p><p>[spoiler="The Grand Vizier's Rod"](requires attunement)</p><p></p><p>This is a sturdy, jewel encrusted sceptre with an ornamental head and butt covered in gold and silver accents. It vibrates faintly with power.</p><p></p><p>The rod increases your intelligence score by +2 while held. The rod has 5 charges and regains 1d4+1 charges daily at dawn.</p><p></p><p>The charges may be spent to cast the following spells:</p><p>Magic Missile (1 charge)</p><p>Detect Magic (1 charge)</p><p>Ray of Enfeeblement (2 charges)</p><p>Hypnotic Pattern (3 charges)</p><p>Dispel Magic (3 charges)</p><p></p><p>All spells and effects end if the rod is separated from its owner.[/spoiler]</p><p></p><p style="margin-left: 20px">3 gp</p><p></p><p><strong><span style="font-size: 18px">Description</span></strong></p><p style="margin-left: 20px">Eovin is tiny. She stands about one foot tall and weighs next to nothing. If you look closely enough, she has blue-grey eyes, an angular face, and long pointed ears typical of fae creatures. Her hair is long and blond and whenever she cuts it, it seems to grow back quickly and even longer than before. Her wings are nearly transparent with a periwinkle hue to them. When she flies they are barely visible.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Eovin wears a leather vest, long leather pants, and boots. She crafted all of her clothes because normal clothing makers have a hard time with her size, or they want to make her look cute. She carries no weapons though she does have several pointy objects in her thieves' tools. A small pouch on her hip contains what few coins she possesses and can fit into the tiny pouch.</p><p></p><p>[spoiler="Back Story"]Turvin Oldmill, son of Errol and Silma, worked at his parent's flour mill ever since he could remember. He had no siblings and the kids around the neighboring villages would tease him about that. He was told by his mother that they had had trouble conceiving a child until they were blessed with Turvin, named for his great-grandfather, who originally built the mill.</p><p></p><p>What she didn't tell him was Turvin was not really her offspring. He was given to her during a cold winter by a Fae creature, to raise as her own until his destiny was awakened. What that destiny would be, she did not know but she was desperate for a child and was willing to take in the creature's baby, who looked exactly like a human boy.</p><p></p><p>The mill employs half a dozen workers and Errol was hoping Turvin would take over the business when it was time.</p><p></p><p>Turvin was 6' 3” tall as his eighteen “birthday” was to be celebrated. He was a sturdy, strong boy, quick of wit and kind to others. On the morning of his birthday (or, the day Silma received the baby), he awoke to an utterly shocking development. His body had changed overnight from a tall human man to a short, kind of elvish woman. She was now barely a foot tall. Her face was more angular with ears that rose to a near point. But she was definitely not an elf as she also had wings. Wispy, thin wings like an insect.</p><p></p><p>Before she could scream in shock, a tiny fae creature appeared, floating in front of her on gossamer wings. “Good morning, Eov. It is time.”</p><p></p><p>“Time? Time for what? What have you done tome?” she shouted, her voice sounding unnaturally high pitched, but pretty like wind chimes. She stood on the bed in a manner she hoped was defiant. But she was looking down at the floor so far away worried how she would get down.</p><p></p><p>“Oh,dear, you don't know,” the faery said hovering in the air near the bed.</p><p></p><p>At that moment, Silma entered the room followed soon by Error. “What happ-- You? You've returned.”</p><p>“I did. And you did not tell Eov I was coming.”</p><p></p><p>“I-- I-- I didn't think you would return,” she said starting to cry. “I hoped you would never return.”</p><p>“Well, return I did. Come with me, Eov.”</p><p></p><p>“I don't know who you are but I'm not going anywhere with you,” the new fae cried.</p><p></p><p>For several minutes a clash of wills played out and in the end, the Fae decided this must be Eov's destiny, so she relented. “As you wish, Eov. Your destiny is yours to make, of course. I was hoping you would welcome going back to your real family. But do stay here among the humans if you believe you must. You will be where you will be. Good luck.”</p><p></p><p>The mill owners and their new daughter talked for several hours about what to do. They decided to say Turvin went to the city for the family business. “We can't call you Turvin. And I suspect you don't want to be called what the faery called you, Eov.”</p><p></p><p>“It was short for Eovin. I kind of like it. Eovin Silmalass.”</p><p></p><p>Errol was surprised by the surname but said nothing about it. “I don't see how you can work in the mill any more,”</p><p></p><p>“I know,” Eovin said. “I need to figure out who I am.”</p><p></p><p>“Maybe you should have gone with her.”</p><p></p><p>Eovin's wings fluttered and she lifted off the ground. She flew up to be eye level with her mother. “I'll figure it out without her.”</p><p>[/spoiler]</p><p>[spoiler="Die Rolls and Links"]</p><p>Pixie: <a href="https://www.dandwiki.com/wiki/Pixie_(5e_Race)" target="_blank">Pixie (5e Race) - D&D Wiki</a></p><p>Circle of the Song: <a href="https://themagecollege.com/2018/09/16/druid-circle-circle-of-the-song/" target="_blank">Druid Circle: Circle of the Song</a></p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">_: 4D6.HIGH(3) = [4, 2, 6, 5] = 15 DEX + 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">4D6.HIGH(3) = [6, 6, 6, 2] = 18 CHA + 1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">4D6.HIGH(3) = [3, 4, 4, 5] = 13 WIS</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">4D6.HIGH(3) = [4, 3, 4, 5] = 13 CON</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">4D6.HIGH(3) = [6, 1, 2, 1] = 9 STR</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=232346" target="_blank">4D6.HIGH(3) = [1, 6, 3, 2] = 11 INT</a></p><p>Wealth: <a href="http://roll.coyotecode.net/lookup.php?rollid=232360" target="_blank">_: 2D4 * 10 = [2, 2]*10 = 40</a></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 7875459, member: 813"] [ATTACH type="full" alt="Eovin Silmalass.png"]116942[/ATTACH] [SIZE=5][B]Name:[/B] Eovin Silmalass[/SIZE] [B]Race:[/B] Pixie; [B]Class-Level:[/B] Druid-3; [B]Background:[/B] Fae Creature [B]Alignment:[/B] Neutral Good; [B]Proficiency Bonus:[/B] +2 [B]Passive Perception:[/B] 13, [B]Passive Investigation:[/B] 10; [B]Vision:[/B] Darkvision, 60 feet [B]Hit Dice:[/B] 3d8+3; [B]Spent HD:[/B] None [B]Strength:[/B] 9 (-1) [B]Dexterity:[/B] 17 (+3), [B]Stealth:[/B] +5, [B]Thieves' Tools:[/B] +5 [B]Constitution:[/B] 13 (+1) [B]Intelligence:[/B] 13 (+1), [B]SAVES:[/B] +3, [i]Includes bonus from Vizier's Rod[/i] [B]Wisdom:[/B] 13 (+1), [B]SAVES:[/B] +3, [B]Nature:[/B] +3, [B]Perception:[/B] +3 [B]Charisma:[/B] 19 (+4), [B]Animal Handling:[/B] +6, [B]Persuasion:[/B] +6; [B]Performance:[/B] +6 [B][SIZE=5]Combat[/SIZE][/B] [INDENT][B]Speed:[/B] 15 ft, 30 ft flying[/INDENT] [INDENT][B]Initiative:[/B] +3[/INDENT] [INDENT][B]AC:[/B] 15[/INDENT] [INDENT][B]HP:[/B] 21/21; [B]TEMP:[/B] 0[/INDENT] [INDENT][B]Poison Spray:[/B] CON DC 14, 1d12 poison 10 ft[/INDENT] [INDENT][B]Produce Flame:[/B] +6 1d8 fire 30 ft[/INDENT] [INDENT][/INDENT] [B][SIZE=5]Proficiencies[/SIZE][/B] [INDENT][B]Languages:[/B] Common, Elvish, Sylvan[/INDENT] [INDENT][B]Tools:[/B] Herbalism Kit, Leatherworker's Tools, Thieves' Tools, Pan Flute[/INDENT] [INDENT][B]Armor:[/B] Light armor, medium armor, shields (non-metal)[/INDENT] [INDENT][B]Weapons:[/B] Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears[/INDENT] [B][SIZE=5]Race:[/SIZE][/B] Pixie [INDENT][B]Ability Score Increase:[/B] +2 Dex, +1 Cha[/INDENT] [INDENT][B]Age:[/B] Pixies do not age as normal races do, and after reaching maturity do not die except from wound or disease.[/INDENT] [INDENT][B]Size:[/B] Pixies are like tiny elves, standing at barely a foot tall. Your size is Tiny.[/INDENT] [INDENT][B]Speed:[/B] Your base walking speed is 15 feet. Your flying speed is 30 feet.[/INDENT] [INDENT][B]Darkvision:[/B] Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or dim conditions. 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 can't discern color in darkness, only shades of gray.[/INDENT] [INDENT][B]Fey Ancestry:[/B] You have advantage on saving throws against being charmed, and magic can’t put you to sleep.[/INDENT] [INDENT][B]Nature's Child:[/B] The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.[/INDENT] [INDENT][B]Invisibility:[/B] Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way [S]three times, regaining your uses of the spell after finishing a[/S] [I]once per [/I]long rest. [I]If you are a spell caster, you can cast inivisibility, with no material components, using a 2nd level (or higher) spell slot without preparing it for the day.[/I][/INDENT] [INDENT][B]Wing Regrowth:[/B] If your wings are cut or injured, your magic causes them to regrow by the end of a long rest.[/INDENT] [INDENT][B]Languages:[/B] You can speak, read, and write Common, Elvish, and Sylvan.[/INDENT] [B][SIZE=5]Background:[/SIZE][/B] Fae Creature [INDENT][B]Skills:[/B] Stealth, Persuasion[/INDENT] [INDENT][B]Tools:[/B] Thieves' Tools (for mischief), Leatherworker's Kit (for making her own clothes)[/INDENT] [INDENT][B]Member of Fae Court:[/B] Not sure what this will do for her. But she is a member.[/INDENT] [B][SIZE=5]Class[/SIZE]:[/B] Druid (Special) [INDENT][I]Due to her fae nature, Eovin uses Charisma in place of Wisdom for all Druid abilities.[/I][/INDENT] [INDENT][B]Armor:[/B] Light armor, medium armor, shields (druids will not wear armor or use shields made of metal. Eovin won't do so because they're just too heavy)[/INDENT] [INDENT][B]Weapons:[/B] Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears[/INDENT] [INDENT][B]Tools:[/B] Herbalism Kit,[/INDENT] [INDENT][B]Saving Throws:[/B] Intelligence, Wisdom[/INDENT] [INDENT][B]Skills:[/B] Perception, Animal Handling[/INDENT] [INDENT][B]Spells:[/B] Attack: +6, DC: 14 (due to fae influence, spellcasting is based on Charisma)[/INDENT] [INDENT][B]Spells Prepared (7):[/B] Charm Person, Cure Wounds, Detect Magic, Faerie Fire, Purify Food and Drink, Flaming Sphere, Hold Person [/INDENT] [INDENT][B]Cantrips:[/B] [I]poison spray[/I], [I]produce flame[/I][/INDENT] [INDENT][B]Spells per Rest:[/B] [i]1st[/i] 4, [i]2nd[/i] 2[/INDENT] [INDENT][B]Druidic:[/B] 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.[/INDENT] [CENTER][/CENTER] [INDENT][B][I]2nd Level[/I][/B][/INDENT] [INDENT][B]Wild Shape (2/short rest)[/B]: 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.[/INDENT] [INDENT][/INDENT] [INDENT]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.[/INDENT] [INDENT][/INDENT] [INDENT][B]Beast Shapes[/B][/INDENT] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Max. CR[/B][/CENTER][/TD] [TD][B]Limitations[/B][/TD] [TD][B]Example[/B][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]1/4[/CENTER][/TD] [TD]No flying or swimming speed[/TD] [TD]Wolf[/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]1/2[/CENTER][/TD] [TD]No flying speed[/TD] [TD]Crocodile[/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]1[/CENTER][/TD] [TD]—[/TD] [TD]Giant eagle[/TD] [/TR] [/TABLE] [INDENT]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:[/INDENT] [LIST] [*]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. or 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 GM 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. [/LIST] [INDENT][B]Bonus Proficiencies: [/B]Performance, Pan flute, Viol[/INDENT] [INDENT][B]Primordial Rhapsody: [/B]Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.[/INDENT] [LIST] [*]When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet. [*]When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier. [*]Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll. [*]When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll. [/LIST] [INDENT]The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).[/INDENT] [spoiler="Druidic Circle of Song"] [CENTER][B][SIZE=5]Druid Circle: Circle of the Song[/SIZE][/B][/CENTER] [INDENT]Members of the Circle of the Song, often referred to as nightingales use music to weave the powers of life and vitality into the natural world around them. With each note of their songs, the world begins to grow anew. These druids act as conduits of the forces of nature through music and inspires those forces to move.[/INDENT] [INDENT][/INDENT] [INDENT][B]Bonus Proficiencies[/B][/INDENT] [INDENT]At 2nd level when you choose this druid circle, you gain proficiency in Performance and with two instruments of your choice.[/INDENT] [INDENT][/INDENT] [INDENT][B]Primordial Rhapsody[/B][/INDENT] [INDENT]Beginning at 2nd level, as an action, you can expend a use of your Wild Shape to begin a song that conjures the essence of life and nature, instilling you and your allies with a primal vigor. You and your allies within 30 feet of you gain the following benefits.[/INDENT] [LIST] [*]When a creature starts its turn in range, it gains temporary hit points equal to your Wisdom modifier and its base walking speed increases by 10 feet. [*]When you or another creature in range makes an ability check, it gains a bonus to the roll equal to your Wisdom modifier. [*]Once per turn, when you or another creature in range damages a target with an attack roll, that creature can add an additional 1d8 to the damage roll. [*]When a creature within range rolls a death saving throw, it adds your Wisdom modifier to the roll. [/LIST] [INDENT]The song lasts for 1 minute, it ends early if you are incapacitated, you enter an area in which sound can’t travel, or you use your Wild Shape feature, or you end it early (no action required).[/INDENT] [INDENT][/INDENT] [INDENT][B]Melody’s Reach[/B][/INDENT] [INDENT]Starting at 6th level, your spells are carried on the songs you conjure. While your Primordial Rhapsody is active, when you cast a spell that has a range of less than 30 feet (other than self), the spell’s range increases to the range of your Primordial Rhapsody.[/INDENT] [INDENT][/INDENT] [INDENT][B]Reverberating Chord[/B][/INDENT] [INDENT]With a musical flourish, you can focus your magical energy and hurl it at your enemies. Beginning at 10th level, while you concentrate on a spell of 1st level or higher, you can use your bonus action to deal thunder damage equal to your Wisdom modifier to a creature within 30 feet of you. If your Primordial Rhapsody is active, you deal additional thunder damage equal to half your druid level.Additionally, you gain a bonus on saving throws you make made to maintain your concentration equal to your Wisdom modifier.[/INDENT] [INDENT][/INDENT] [INDENT][B]Distant Melody[/B][/INDENT] [INDENT]At 14th level, the notes of your songs carry through all of creation and carry meaning back to you. You can cast [I]sending [/I]at will without expending a spell slot.Additionally, the range of your Primordial Rhapsody and Reverberating Chord features increases to 60 feet.[/INDENT] [/Spoiler] [B][SIZE=5]Equipment[/SIZE][/B] [INDENT]Leather Armor (2.5 gp, 1 lb 4 oz)[/INDENT] [INDENT]Herbalism Kit (5 gp, 12 oz)[/INDENT] [INDENT]Thieves' Tools (25 gp, 2 oz)[/INDENT] [INDENT]Traveler's Clothes, 2 sets (1 gp, 4 oz each)[/INDENT] [INDENT]Parts to build a pan flute (3 gp, 4 oz)[/INDENT] [INDENT]Mistletoe circlet, druidic focus (5 sp)[/INDENT] [spoiler="The Grand Vizier's Rod"](requires attunement) This is a sturdy, jewel encrusted sceptre with an ornamental head and butt covered in gold and silver accents. It vibrates faintly with power. The rod increases your intelligence score by +2 while held. The rod has 5 charges and regains 1d4+1 charges daily at dawn. The charges may be spent to cast the following spells: Magic Missile (1 charge) Detect Magic (1 charge) Ray of Enfeeblement (2 charges) Hypnotic Pattern (3 charges) Dispel Magic (3 charges) All spells and effects end if the rod is separated from its owner.[/spoiler] [INDENT]3 gp[/INDENT] [B][SIZE=5]Description[/SIZE][/B] [INDENT]Eovin is tiny. She stands about one foot tall and weighs next to nothing. If you look closely enough, she has blue-grey eyes, an angular face, and long pointed ears typical of fae creatures. Her hair is long and blond and whenever she cuts it, it seems to grow back quickly and even longer than before. Her wings are nearly transparent with a periwinkle hue to them. When she flies they are barely visible.[/INDENT] [INDENT][/INDENT] [INDENT]Eovin wears a leather vest, long leather pants, and boots. She crafted all of her clothes because normal clothing makers have a hard time with her size, or they want to make her look cute. She carries no weapons though she does have several pointy objects in her thieves' tools. A small pouch on her hip contains what few coins she possesses and can fit into the tiny pouch.[/INDENT] [spoiler="Back Story"]Turvin Oldmill, son of Errol and Silma, worked at his parent's flour mill ever since he could remember. He had no siblings and the kids around the neighboring villages would tease him about that. He was told by his mother that they had had trouble conceiving a child until they were blessed with Turvin, named for his great-grandfather, who originally built the mill. What she didn't tell him was Turvin was not really her offspring. He was given to her during a cold winter by a Fae creature, to raise as her own until his destiny was awakened. What that destiny would be, she did not know but she was desperate for a child and was willing to take in the creature's baby, who looked exactly like a human boy. The mill employs half a dozen workers and Errol was hoping Turvin would take over the business when it was time. Turvin was 6' 3” tall as his eighteen “birthday” was to be celebrated. He was a sturdy, strong boy, quick of wit and kind to others. On the morning of his birthday (or, the day Silma received the baby), he awoke to an utterly shocking development. His body had changed overnight from a tall human man to a short, kind of elvish woman. She was now barely a foot tall. Her face was more angular with ears that rose to a near point. But she was definitely not an elf as she also had wings. Wispy, thin wings like an insect. Before she could scream in shock, a tiny fae creature appeared, floating in front of her on gossamer wings. “Good morning, Eov. It is time.” “Time? Time for what? What have you done tome?” she shouted, her voice sounding unnaturally high pitched, but pretty like wind chimes. She stood on the bed in a manner she hoped was defiant. But she was looking down at the floor so far away worried how she would get down. “Oh,dear, you don't know,” the faery said hovering in the air near the bed. At that moment, Silma entered the room followed soon by Error. “What happ-- You? You've returned.” “I did. And you did not tell Eov I was coming.” “I-- I-- I didn't think you would return,” she said starting to cry. “I hoped you would never return.” “Well, return I did. Come with me, Eov.” “I don't know who you are but I'm not going anywhere with you,” the new fae cried. For several minutes a clash of wills played out and in the end, the Fae decided this must be Eov's destiny, so she relented. “As you wish, Eov. Your destiny is yours to make, of course. I was hoping you would welcome going back to your real family. But do stay here among the humans if you believe you must. You will be where you will be. Good luck.” The mill owners and their new daughter talked for several hours about what to do. They decided to say Turvin went to the city for the family business. “We can't call you Turvin. And I suspect you don't want to be called what the faery called you, Eov.” “It was short for Eovin. I kind of like it. Eovin Silmalass.” Errol was surprised by the surname but said nothing about it. “I don't see how you can work in the mill any more,” “I know,” Eovin said. “I need to figure out who I am.” “Maybe you should have gone with her.” Eovin's wings fluttered and she lifted off the ground. She flew up to be eye level with her mother. “I'll figure it out without her.” [/spoiler] [spoiler="Die Rolls and Links"] Pixie: [URL='https://www.dandwiki.com/wiki/Pixie_(5e_Race)']Pixie (5e Race) - D&D Wiki[/URL] Circle of the Song: [URL='https://themagecollege.com/2018/09/16/druid-circle-circle-of-the-song/']Druid Circle: Circle of the Song[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=232346']_: 4D6.HIGH(3) = [4, 2, 6, 5] = 15 DEX + 2 4D6.HIGH(3) = [6, 6, 6, 2] = 18 CHA + 1 4D6.HIGH(3) = [3, 4, 4, 5] = 13 WIS 4D6.HIGH(3) = [4, 3, 4, 5] = 13 CON 4D6.HIGH(3) = [6, 1, 2, 1] = 9 STR 4D6.HIGH(3) = [1, 6, 3, 2] = 11 INT[/URL] Wealth: [URL='http://roll.coyotecode.net/lookup.php?rollid=232360']_: 2D4 * 10 = [2, 2]*10 = 40[/URL] [/spoiler] [/QUOTE]
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