Arlindil

Thillenethiel's page

27 posts. Alias of Saashaa.


Race

Elven Wildborne Druid 1 HP 6/6 | Stress 5/6 | Hope 0 | Evasion 12

About Thillenethiel

Thillenethiel (He/Him))
Elf Wildborne Warden of Renewal Druid level 1
Domain Sage & Domain Arcana
Agility +1 | Strength 0 | Finesse +1
Instinct +2 | Presence -1 | Knowledge 0

Evasion 11 | Armor 3 (5/11)

HP 6/6 | Stress 6/6 | Hope 2

Proficiency 1

===ABILITIES===

Evolution (Hope)
3 hope to transform into a beastform without marking a stress. When you do choose a trait to get +1 for the duration.

Beastform
stress magically transform into a creature of your tier or lower. (pg12)

forms:
AGILE SCOUT
(Fox, Mouse, Weasel, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: deceive, locate, sneak
Agile: Your movement is silent, and you can spend a Hope to
move up to Far range without rolling.
Fragile: When you take Major or greater damage, you drop out
of Beastform.

HOUSEHOLD FRIEND
(Cat, Dog, Rabbit, etc.)
Instinct +1 | Evasion +2
Melee Instinct d6 phy
Gain advantage on: climb, locate, protect
Companion: When you Help an Ally, you can roll a d8 as your
advantage die.
Fragile: When you take Major or greater damage, you drop out
of Beastform.

NIMBLE GRAZER
(Deer, Gazelle, Goat, etc.)
Agility +1 | Evasion +3
Melee Agility d6 phy
Gain advantage on: leap, sneak, sprint
Elusive Prey: When an attack roll against you would succeed,
you can mark a Stress and roll a d4. Add the result to your
Evasion against this attack.
Fragile: When you take Major or greater damage, you drop out
of Beastform.

PACK PREDATOR
(Coyote, Hyena, Wolf, etc.)
Strength +2 | Evasion +1
Melee Strength d8+2 phy
Gain advantage on: attack, sprint, track
Hobbling Strike: When you succeed on an attack against a
target within Melee range, you can mark a Stress to make the
target temporarily Vulnerable.
Pack Hunting: When you succeed on an attack against the
same target as an ally who acts immediately before you, add a
d8 to your damage roll.

AQUATIC SCOUT
(Eel, Fish, Octopus, etc.)
Agility +1 | Evasion +2
Melee Agility d4 phy
Gain advantage on: navigate, sneak, swim
Aquatic: You can breathe and move naturally underwater.
Fragile: When you take Major or greater damage, you drop out
of Beastform.

STALKING ARACHNID
(Tarantula, Wolf Spider, etc.)
Finesse +1 | Evasion +2
Melee Finesse d6+1 phy
Gain advantage on: attack, climb, sneak
Venomous Bite: When you succeed on an attack against a
target within Melee range, the target becomes temporarily
Poisoned. A Poisoned creature takes 1d10 direct physical
damage each time they act.
Webslinger: You can create a strong web material useful for
both adventuring and battle. The web is resilient enough to
support one creature. You can temporarily Restrain a target
within Close range by succeeding on a Finesse Roll against
them.

Wildtouch
You can perform harmless, subtle effects that involve nature--such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire--at will

Clarity of Nature
Once per long rest, you can create a space of natural serenity wihin Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies.
regeneration
touch a creature 3 hope that creature clears 1d4 hp

Quick Reactions
stress to gain advantage on a reaction roll.

Celestial Trance
During a rest, you can drop into a trance to choose an additional downtime move.

Lightfoot
Your movement is naturally silent. You have advantage on rolls to move without being heard.

===DOMAIN CARDS===

Vicious Entangle:
Level 1 Sage Spell
Recall Cost: 1
Make a Spellcast Roll against a target within Far range. On a
success, roots and vines reach out from the ground, dealing
1d8+1 physical damage and temporarily Restraining the target.
Additionally on a success, you can spend a Hope to
temporarily Restrain another adversary within Very Close range
of your target.

Rune Ward:
Level 1 Arcana Spell
Recall Cost: 0
You have a deeply personal trinket that can be infused with
protective magic and held as a ward by you or an ally. Describe
what it is and why it’s important to you. The ward’s holder can
spend a Hope to reduce incoming damage by 1d8.
If the Ward Die result is 8, the ward’s power ends after it
reduces damage this turn. It can be recharged for free
on your next rest.

===EXPERIENCES===

Warden of the Wild
Lone Wolf

===EQUIPMENT===

torch, 50ft rope, basic supplies, handful of gold
minor health potion
a bag of rocks and bones
Shortbow
Gambeson Armor

===BACKGROUND===

Who was the first wild animal you bonded with? Why did that bond end?

Who has been trying to hunt you down? What do they want from you?