Samaritha Beldusk

Astrid Morchella's page

103 posts. Alias of feyrial.


Full Name

Astrid Morchella

Gender

F Half-Elf Spores Druid 5 | 32/32HP | 14AC | Init: +2 | Wild Shape & Symbiotic Entity: 0/2 | Spells: 1: 4/4; 2: 2/3; 3: 1/2 | PassPerc: 16; Ins: 13; Inv: 10 | Saves: Str+1; Dex+3; Con+2; *Int+4; *Wis+7; Cha+4 | Conditions: Inspiration

Alignment

CN

Location

1st Layer of Hell

Languages

Common, Druidic, Elvish, Primordial, Sylvan

Occupation

Survival

Homepage URL

https://ddb.ac/characters/88252469/krgn26

Strength 10
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 17
Charisma 16

About Astrid Morchella

Class: Circle of Spores Druid

Background: Hermit:

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: Sylvan
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp

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AC: 14 (DEX)
HP: 32 (5d8)
Ability Scores: STR: +0 DEX: +2 CON: +1 INT: +0 WIS: +3 CHA: +3
Saving Throws: STR: +1 DEX: +3 CON: +2 *INT: +4 *WIS: +7 CHA: +4
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Combat

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object

Wild Shape (2/2 Short Rest): As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [2nd] Max CR 1/4 (no flying or swimming speed) [4th] Max CR 1/2 (no flying speed) [8th] Max CR 1.

You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

Reactions:

Halo of Spores: You can use your reaction to deal 1d4 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 14).
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Ability Scores: STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+2) WIS: 15 (+2) CHA: 12 (+1)
Proficiency Bonus: +3
Passive Perception: 16
Passive Insight: 13
Passive Investigation: 10
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Size: Medium
Feats:
Racial Features: Darkvision 60ft; +1 Bonus on saves, Advantage against being charmed, and magic can’t put you to sleep; proficiency in perception and persuasion; languages: primordial
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=== ARMOR ===
Light Armor, Medium Armor, Shields

=== WEAPONS ===
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

=== TOOLS ===
Herbalism Kit, Vehicles (Land)

=== LANGUAGES ===
Common, Druidic, Elvish, Primordial, Sylvan
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Offense:
Spell: +3 Modifier; +6 Spell Attack; 14 Spell Save DC

Movement: 30 ft
Initiative: +2

Quarterstaff +1, +4 to hit, 1d6+1 bludgeoning, simple/versatile
Shillelagh, +6 to hit, 1d8+3 bludgeoning, D: 1m, V/S/M
Thorn Whip, +6, 2d6 Piercing, V/S/M
Chill Touch, +6, 2d8 Necrotic, D1rnd, V/S

Druid Spell List
Spell Slots:
1st Level: 4
2nd Level: 3
3rd Level: 2

Prepared Spells
Cantrips: Chill touch, druidcraft, shillelagh (bonus action), thorn whip
1st: cure wounds, goodberry, speak with animals (ritual)
2nd: blindness/deafness, enhance ability ©, gentle repost (ritual), moonbeam ©
3rd: animate dead, call lightning ©, daylight, gaseous form ©, speak with plants
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Skills: (* = Proficient; ** = Expertise)
Acrobatics +2
Animal Handling +3
Arcana +0
Athletics +0
Deception +3
History +0
Insight +3
Intimidate +3
Investigation +0
*Medicine +6
*Nature +3
*Perception +6
Performance +3
*Persuasion +6
*Religion +3
Sleight of Hand +2
Stealth +2
*Survival +6
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Class Features:
Spellcasting: You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 14, Spell Attack +6) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

Druid Circle: Circle of Spores
Wild Shape: As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.
You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Wild Shape Improvement: While using your Wild Shape feature, you can transform into beasts of CR 1/2 or lower that don't have a flying speed.

Halo of Spores: You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Halo of Spores (Reaction): You can use your reaction to deal 1d4 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 14).

Symbiotic Entity (1 Action): You can use Wild Shape to awaken the spores that infuse you to gain +20 temp HP, roll double damage dice for your Halo of Spores damage, and deal 1d6 additional necrotic damage when you hit with a melee weapon attack. These all last for 10 minutes, or until you lose all these temporary hit points, or until you use your Wild Shape again.

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Inventory

In backpack: Blanket, common clothes, herbalism kit, druidic focus, bedroll, mess kit, rations (10x), hempen rope (50ft), tinderbox, torch, waterskin, alchemist’s supplies, A scroll case stuffed full of notes from your studies or prayers, a winter blanket
Equipped: cloak of protection, quarterstaff +1, shield, leather armor, backpack
Attuned: Cloak of Protection

Money:
PP: 0
GP: 455
EP: 0
SP: 0
CP: 0
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Personality Traits, Appearance, Backstory:

Astrid’s Appearance

Backstory: Astrid Morchella had a relatively normal childhood, all things considered. It was not until her teen years that she went exploring the forests surrounding her hometown (one she could not quite remember anymore). One time straying off the path, looking for the glimpse of shimmer she had seen in between the leaves. One time! And she became lost in the forests.

She spent days wandering, foraging what she could survive on, which wasn’t much. Delirious with hunger and thirst, she wandered through the trees until she stumbled, nearly dead, into a clearing made up of hundreds of kinds of mushrooms, their spores swirling in a mass at the center. By the time she noticed the mass of spores, she was already too tired, too hungry, and too ill to move from her spongy bed on the floor of the fungal colony. The half-elf breathed the spores in deeply, and instead of killing her, they became part of her, returning unto her a life she wasn’t aware had been slipping away.

She spent many months in the clearing, knowing nothing and nobody other than the fungus, venturing out only to find sustenance. One day, finally, Astrid had a vision–different from the visions some of the mushrooms had granted her before. She saw The Companion, an orb that hangs over Elturel (Where is that…? the druid wonders, wondering how the town’s name had become known to her). She knew, somehow, that it mere existence disrupted the natural cycle of life and death and decay–she needed to investigate.

And so, with the encouragement of the mushrooms who had been her only companions for so long, the druid made her way out of the forest, suddenly remembering the way out of The Reaching Woods. Once out of the boundaries of the forest, she headed west to Elturel, steps guided by the strange knowledge she had gained from her seclusion in the woods.

Once in Elturel, the druid eked out a living in the city while she sought to study The Companion. She dabbled in alchemy and pharmacology, her affinity for fungus, mold, and spores making her an excellent choice for those searching to either indulge in the psychedelics only nature could provide or those who needed a pestilence to do their dirty work.

She was there when the Companion turned from an orb of light to an orb of darkness, dragging the city into a living hell. She noticed, in that short moment between light and dark, that the actual surface was a dull metal, a manufactured blasphemy–mechanical, rather than divine.

The spores and fungus that made their home within her kept her safe, kept her surviving, but the lack of connection to the larger fungal network was intense, overwhelming. It had been all she had for so long, and now she only had a small network within. The cut connection left her feeling lonely and tormented. That, on top of the constant barrage of undead and demons…It is only recently that she has decided she needs to form her own network, a network of survivors she knows wander within the remains of the city…if only to stave off loneliness before her inevitable death and return to the eternal cycle of life and decay.

Height: 5'8”
Weight: 140lbs
Hair: Blonde
Eyes: Green/Brown
Skin Tone: Pale, pale white
Age: 27

Faith: Nature, Mushrooms

Personality Traits:
1st: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
2nd: I am utterly serene, even in the face of disaster.

Ideals: Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)

Bonds: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Flaws: Now that I’ve returned to the world, I enjoy its delights a little too much…even in hell.