Antheia Silverthorn

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This is a Dungeons & Dragons 5e character played by Chronicler in the campaign, Legacy of the Crystal Shard.

Antheia.jpg Quote: "I stand against those who would dare to despoil the North."
ANTHEIA SILVERTHORN
Race: Moon Elf Gender: Female Alignment: Neutral Good Background: Outlander
Class: Druid Level: 1 Druid Circle: N/A Deity: Mielikki Proficiency Bonus: +2
Height: 5'6" Weight: 110 lbs. Size: M Speed: 35 ft. Senses: Darkvision 60 ft., Passive Perception 15
Abilities: Str 9 (-1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
ROLEPLAYING
Personality Trait: I have a lesson for every situation, drawn from observing nature.
Ideal: The natural world is more important than all the constructs of civilization.
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: I am slow to trust members of other races, tribes, and societies.
COMBAT
Initiative: +3 Armor Class: 16 Hit Dice: 1d8+2 Hit Points: 10
Melee: Scimitar Reach: 5 ft. Attack: +5 Damage: 1d6+3 Slashing
Ranged: Produce Flame Range: 30 ft. Attack: +5 Damage: 1d8 Fire
Spell Save DC: 13 Spell Attack: +5
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields (Only Non-metal Armor & Shields)
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears; Longbows, Longswords, Shortbows, Shortswords
Tools: Flute, Herbalism Kit
Saving Throws: Intelligence +2, Wisdom +5
Skills: Athletics +1, Medicine +5, Nature +2, Perception +5, Survival +5
Languages: Common, Druidic, Elvish, Sylvan
RACIAL TRAITS
Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: You have proficiency with the longbow, longsword, shortbow, and shortsword.
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages: You can speak, read, and write Common and Elvish.
BACKGROUND FEATURE
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
CLASS FEATURES
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.
Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Wisdom is your spellcasting ability for your druid spells, since your magic draw upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. You can use a druidic focus as a spellcasting focus for your druid spells.
• Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
SPELLS
Spell Slots: 2
Cantrips Known: 2 Spells Prepared: 4
Cantrips: Druidcraft, Produce Flame
Level 1: Detect Magic (r), Entangle, Goodberry, Healing Word
EQUIPMENT
Belt Pouch, Coins (15 gp, 2 sp), Druidic Focus (Sprig of Mistletoe), Explorer's Pack (Backpack, Hempen Rope [50 ft.], Mess Kit), Leather Armor, Scimitar, Traveler's Clothes, Wooden Shield
BACKSTORY
Antheia was born into an enclave of Moon Elves that had splintered off from Silverymoon centuries ago as they sought to establish a land of their own, one with greater religious tolerance. Because all of the group's members, who were primarily followers of Mielikki, regarded the veneration of nature as central to their beliefs. And their wandering pilgrimage, which eventually led them to the Ten-Towns area of Icewind Dale, was their final act of peaceable dissent.
Life upon the frigid tundra was initially difficult for them, but the Moon Elves perservered and even prospered to an extent due to their collective survival skills. However, their numbers never grew, only dwindled over time, as they eked out a gray existence just a few leagues east of current-day Bryn Shander. However, Antheia's recent auspicious birth sparked a flicker of hope, for she was found to be naturally gifted in the ancient druidic ways.
To the enclave, the young elven woman was a living embodiment of their ideals. So they groomed her to be their envoy, the one they would send back south to proselytize others of their kind to help bolster their numbers. Unfortunately, Antheia's trip was cut short, for while she was in Luskan she received word that her mother had gone missing. She immediately made plans to return home, even going so far as to getting herself hired on as a guard with the last caravan heading north. Now, it's a race against time to reach the Dale before winter locks the North/South Pass in its icy grip.