Mystara of the Five Spheres RPG Thala Characters Page

Character Overview - Thala - Ariadna - WORK IN PROGRESS

Character Stat Block - Thala - Ariadna [PC]

Druid Treespeaker (Ilsundal)

Elf of the Elements (Seasonfey) from Alfheim

Initiative: +6 (Dex+4, Prophetic Instincts +2 Wis) – can’t be surprised
Armour Class: 16 (Leather + Shield) Hit Points: 66/73 Proficiency: +3 (+6)
Speed: 30 ft

(Str) +2 (Dex) +0/+1 (Con) +4 (Int) -/+1 (Wis) +4/+5 (Cha) +3/+4

Saving Throws: +4 Strength, +5 Wisdom – Fey Ancestry
Weapon and Armour: (Proficient) Armours (Light and Medium Armour and shield (never with metal)), Implements (Holy Symbol, Magic Wand), Weapons (Bola, Bows (short), Daggers, Lasso, Quarterstaff, Sickle, Unarmed Strike), Implements (Magic Staff) (Expert) Implements (Magic Staff), Weapons (Quarterstaff)
Tools: (Proficient) Gaming Set (Dice), Herbalism Kit, Musical Instrument (Vocal)
Magic Tools: (Proficient) - (Skilled) - Holy Symbol, Magic Orb, Magic Ring, Magic Wand, (Expert) - Magic Staff,
Skills: (Proficient) Culture (Wis), History (Int), Insight (Wis), Medicine (Wis), Nature (Wis), Perception (Wis), Performance (Cha), Persuasion (Cha), Survival (Wis) (Expertise) Arcana (Wis),
Senses: +5 Perception (W), Passive Perception 15, Darkvision 60 ft (dim with colour)
Languages: Common (Alphatian and Thyatian), Elven (Alfheim), Ethengarian, Sylvan
Power and Resistance: (Increase damage dealt or decrease damage received by proficiency) Acid or Poison. (Earth always active). Air - Thunder or Lightning. Dark - Necrotic or Psychic. Fire - Fire or Radiant. Water - Cold or Force.
Weakness: (Increase damage received or decrease damage dealt by proficiency) Lighting or Thunder. Air - Acid or Poison. Dark - Air + Earth or Fire + Water in same round. Fire - Cold or Force. Water - Fire or Radiant.

ABILITIES

  • A Way With Animals (Druid 3rd) Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and m onsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favour for you. In addition, you gain an expertise die on Animal Handling checks.
  • Battle Caster (Feat) You have learnt the advanced combat magic.
    • You have an expertise dice when making concentration checks.
    • You can used seen (Somantic) components with weapons or implements or shields in your hands.
    • When an enemy provokes an attack of oportunity from you, you can use a reaction to cast a spell with a casting time of 1 action at the creature instead. The spell must be one that only targets that creature.
  • 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.
  • 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 paladin (herald) class.
  • Devotion (Godbound) You gain an expertise die on saving throws made to resist being charmed or frightened.
  • Druidic 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.
  • Elemental Attunement (GM) Character has two non-competing elemental aspects.
  • Eldritch Survivor (Druid Secret) - You may make Survival checks in place of Arcana checks regarding magical environments, foodstuffs, and creatures, and gain an expertise die on any checks made this way.
  • 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. You also gain the Seasonal Fey Step modifier of the season(s) your manifesting.
  • Herbal Apothecary(Druid Secret) - You gain an expertise fie on checks made using a herbalism kit and checks made to locate herbal ingrediants. In addition, whenever you obtain a medicinal or rare herb using a herbalism kit, you gain twice as many medicinal or rare herbs.
  • Plant Bond (Treespeaker - Primal Vitality) - You have a mystic connection with flora. As an action you can expend 2 uses of Wild Shape to summon a plant creature with a CR no greater than 1/3 your druid level in an unoccupied space within 30ft. Plants summoned in this way are allied to you and your companions. While plants summoned in this way are within 60ft you can use a bonus action to mentally command them. Then you command multiple plants in this way, you must give them all the same command. You may decide the action the plant takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a summoned plant only defends itself. Plants you summon in this way remain for up to 8 hours, or until killed or magically dismieed as a bonus action.
  • Prophetic Instincts – Gain wisdom bonus to initiative. Can’t be surprised, even while in a trance as long as you are conscious.
  • Racial Subtypes Count as Eladrin, Elf, Fey and Humanoid.
  • 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).
  • Scholar of Old Ways (Druid 3rd) You gain an expertise dice on checks, and may always use wisdom when makeing Arcana checks.
  • 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.
  • Trances (Elven) You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Treespeak (Treespeaker) Plants understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many plants is limited and most mundane plants have at best a vague understanding of the world around them, though creatures with the plant type often give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the GM's discretion, you might be able to persuade a plant creature to perform a small favour for you. In addition, your verdant magic causes those around ylu to flourish. Whenever you cast a spell of the plants school, roll a number of d4's equal to the spells level. You an allied creatures within 10ft of you regain a number of HP equsl to the result.
  • Truthspeaker (Druid - Druidic Lore) - You've learned to tap into the fundamenral truth that connects all living things, at least briefly. You may cast the spell Legend Lore without expending a spell slot and without material components. Once you cast the spell this way, uyou cannot do so again for the next 24 hours.
  • Vine Whip (Treespeaker) You can summon a spirital vine that can strike a grab your foes. As a bonus action, you create a 10ft long vine at a point you can see within 60ft. The vine lasts for 1 minute, until you dismiss it as a bonus action, or until you use this feature again to create another vine. When you create the vine, you can make a melee spell attack roll on one target within 10ft of it. On a hit the target takes 1d6 force damage per tier, and it must make a Strenth saving throw against your spell DC. On a failure the target is restrained by the vine (escape DC equal to your spell DC). As a bonus action on your turn, you can move the vine up to 30ft and repeat the attack, or if a creture is currently restrained by the vine you may move the vine and the restrained creature 10ft in any direction.
    Short Rest
  • When resting on unworked stone or earth, your frist HD rolled in a short rest rolls twice and keeps both. (Earth aspect now always active)
  • Air
  • Dark
  • Fire
  • Water

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