The Earth provides enough to satisfy every man's need but not every man's greed. - Ghandi
A nation that destroys its soils destroys itself. Forests are the lungs of our land, purifying the air and giving fresh strength to our people. - FDR
Extra Feat: War Caster
Level 2: Learn Sylvan. Understand Beasts (and be understood). Wild Shape (transform into 1/4 CR) animals.
As a bonus action, summon an spectral spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Only creatures in the aura are affected.
- Bear Spirit. Might & Endurance. Each creature of your choice in the aura gains temporary hit points equal to 5 + your druid level. Gain advantage on Strength checks and Strength saves.
- Hawk Spirit. Keen sight. When attacking a target in the spirit’s aura, use your reaction to gain advantage. Gain advantage on Wisdom (Perception) checks.
- Unicorn Spirit. Protection. Gain advantage on all ability checks to detect creatures. When casting a healing spell from within the aura (target can be outside) any chosen within the aura regains hit points equal to druid level.
Level 4: improve Dexterity and Wisdom, Wild Shape Improvement (transform into 1/2 CR, swim speed)
Speak with the Dead: 1 Divine Inspiration Question a corpse with a mouth that isn't undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the corpse must be truthful. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Casaadi really is a wild child but that isn't all she is. She has a Thing for fancy hairstyles and decorative, highly impractical shoes. She once saw a pair of blue satin shoes, embroidered with silver and beaded and secretly (and silently) longs for something equally beautiful, even while she knows she would ruin them in 5 minutes flat.
She also loves a set of children's stories in the library - The Tales of Princess Tialira. They are like candy, told with reasonably okay rhyme but she has told and retold them to herself over the years and has an internal library of fanfic starring herself. She also has extrapolated Life Lessons from them. She really, really wants to find any others that may be out there. She has read:
Princess Tialira and the Shadowsong (not everyone who looks trustworthy is... and vice versa)
Princess Tialira and the Mountains of the Sun (the importance of Friendship and how it can help overcome obstacles)
Princess Tialira and the Lord of Seven Hills (nobility is defined by actions, not birth)
Casaadi, Wulric, and Baeron had an accidental love triangle. Casaadi was enjoying Wulric's company and walked with him to the festival, then left and spent time with Baeron. This nearly led to a fight between the boys and still has her a bit confused as to exactly what happened. Some folk see her as a tease or a Jezabel as a result.
Spell Sniper, War Caster
Spell Sniper: When you cast a spell that requires a ranged attack roll, the spell's range is doubled and ignores up to 3/4 cover.
War Caster: Advantage on Constitution saves to maintain your concentration; perform the somatic components of spells even when hands are full. When opportunity attacking, use reaction to cast a spell with a casting time of one action.
- Coins: 7 cp • 1 sp • x ep • 10 gp • 3 pp • Other coins: x
- Gems: x
- Inspiration: 0
- Divine Inspiration: 2
- In Hand: x
- Worn: Holy Symbol of Myrkul
- Belt: x
- Backpack: Ocarina
- xxx: (x gp/day). x
- Contains the Essence of Myrkul. Raised in the House of the Hidden Face. Fled a necromancer who attacked and killed their mentors and trying to find the other Orphans again.
- Maithe - She is my age and is a Wizard. She has a Thing for Druid spells and we have shared secrets. I like her, she tries really hard and that means a lot. And, she is SMART and doesn't make a Thing out of it!
In fact, sometimes I wonder if she and I... well... I do like her and I miss sex and I could totally trust her... but is she into that?
Shillelagh, Guidance, Produce Flames, Chill Touch (wizard, cast with Wisdom)
Shillelagh: (Bonus Action) The wood of a club or Quarterstaff you are holding is imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength for the Attack and Damage Rolls of Melee Attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Chill Touch: (120 ft, sniper) You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target. If you hit an Undead target, it also has disadvantage on Attack rolls against you until the end of your next turn.
Produce Flame: A flickering flame appears in your hand, it remains for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell or take an action you can hurl the flame at a creature within (60 feet, sniper) feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Level 1
Spell Slots: 4
Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease (R), Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink (R), Speak with Animals (R), Thunderwave
- Level 2
Spell Slots: 3
Animal Messenger (R), Barkskin, Darkvision, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Animals or Plants (R), Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth
- Level 3
Spell Slots: 2
Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone (R), Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing (R), Water Walk, Wind Wall
Can also summon Swarms.