Amaryllis
*Note: While she may look human in this pic, she is still a wooden construct made out of plant fibers and vines. Hers is more flower based. (OOC: The pic is the closest approximation to how I envision the character's appearance)
Amaryllis
Wooden One Druid 3
AC 16 HP 18/18 Speed 30ft
Str 8 (-1) Dex 16 (3) Con 11 (0) Wis 20 (5) Int 10 (0) Cha 16 (3)
Attacks
Quarterstaff +1 1d6/1d8-1
Shillelagh +7 1d6/1d8+5
Wisdom +2. Wisdom Cap increased to 22.
Charisma +2. Charisma cap increased to 22.
+1 to a different stat of choice (DEX).
Size - Medium
Speed - 30
One With Nature - You have Climb and Swim speeds equal to your walking speed.
Forest Construct - You do not need to eat, drink, or breathe to survive. Through sounds and gestures, you can communicate simple ideas with Beasts.
Warden of the Heartlands - You are proficient with the Animal Handling skill and the Nature skill.
The Blessings of Water - While it is raining or you have access to a large body of water such as a river or lake and are standing or submerged in it, you may spend Hit Dice as an action to regain hit points. Add your proficiency modifier to hit die expended in this way.
The Warmth of the Sun - While you are in direct Sunlight, your Move Speed is increased by 10.
The Tendrils of the Everbloom - You may, as a bonus action, touch a tree and travel through its root systems and emerge from another tree within 60 feet of the one you touched. You may do this a number of times per long rest equal to your proficiency modifier.
Everbloom's Fabled Freezing - You are vulnerable to Cold Damage; in addition, your movement speed is reduced by 10 until the end of your next turn whenever you take cold damage. This may stack to a movement speed of 0.
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.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
A stone tablet with fine holes drilled through it
While holding this map, you have these benefits:
You know the guidance cantrip.
You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Free Feat: Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
*Increase one ability score of your choice by 1, to a maximum of 20. (CHA)
*You gain proficiency in one skill of your choice. (Insight)
*Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Survival)
Wooden One Druid 3
AC 16 HP 18/18 Speed 30ft
Str 8 (-1) Dex 16 (3) Con 11 (0) Wis 20 (5) Int 10 (0) Cha 16 (3)
Attacks
Quarterstaff +1 1d6/1d8-1
Shillelagh +7 1d6/1d8+5
Wisdom +2. Wisdom Cap increased to 22.
Charisma +2. Charisma cap increased to 22.
+1 to a different stat of choice (DEX).
Size - Medium
Speed - 30
One With Nature - You have Climb and Swim speeds equal to your walking speed.
Forest Construct - You do not need to eat, drink, or breathe to survive. Through sounds and gestures, you can communicate simple ideas with Beasts.
Warden of the Heartlands - You are proficient with the Animal Handling skill and the Nature skill.
The Blessings of Water - While it is raining or you have access to a large body of water such as a river or lake and are standing or submerged in it, you may spend Hit Dice as an action to regain hit points. Add your proficiency modifier to hit die expended in this way.
The Warmth of the Sun - While you are in direct Sunlight, your Move Speed is increased by 10.
The Tendrils of the Everbloom - You may, as a bonus action, touch a tree and travel through its root systems and emerge from another tree within 60 feet of the one you touched. You may do this a number of times per long rest equal to your proficiency modifier.
Everbloom's Fabled Freezing - You are vulnerable to Cold Damage; in addition, your movement speed is reduced by 10 until the end of your next turn whenever you take cold damage. This may stack to a movement speed of 0.
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.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Star Map: You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
A stone tablet with fine holes drilled through it
While holding this map, you have these benefits:
You know the guidance cantrip.
You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Starry Form: As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Free Feat: Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
*Increase one ability score of your choice by 1, to a maximum of 20. (CHA)
*You gain proficiency in one skill of your choice. (Insight)
*Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Survival)
Born from a union between a Wooden One and a Human, Amaryllis appears almost human herself. Ten years she was just a seed, and for thirty years after, she grew in isolation and meditation. While her heritage as a Wooden One is apparent, she received her fascination of the stars and the heavens above from her Human parent, her father.
Why was she isolated? Amaryllis is aware that her situation amongst other Wooden Ones in the Heartlands is complicated. On one hand, she was to be treated as lesser than other Wooden Ones because one of her parents was a human. But her mother is current Druid, and Amaryllis herself has shown a talent for the Druidic arts.
So leadership, or advising the next leader at the very least, would fall to Amaryllis. So, it was decided that her life was to be spent in isolation, so that she may focus on her studies and tending to the world around her.
Amaryllis worked diligently in her own area of the Heartlands, away from any other contact. In her studies, she found a way to unite the light of the stars with druidic magic.
One day, in her own isolation, she learned something important: A portent of the future from the stars as well as present signs from nature around her.
With this portent and signs, Amaryllis realized that sitting around in her grove would not help matters. So, she left.
She realizes that the best course of action would be to speak with the leaders. Starting with the Princess of the Dale Folk.
Oh? She's already sent out a Summons? Even better!
Amaryllis takes the opportunity to accept the summons in order to speak with the Princess.
During Amaryllis's journey out of the Heartlands, she realizes the isolation caused her own heart to freeze on the surface. She can be blunt, and more often than not, appear aloof to others. However, deep down, she wants to be accepted into a group. She wants to be a part of a community, to have friends and loved ones of her own. But she also tells herself that that is not as important as the problem at hand now.
Why was she isolated? Amaryllis is aware that her situation amongst other Wooden Ones in the Heartlands is complicated. On one hand, she was to be treated as lesser than other Wooden Ones because one of her parents was a human. But her mother is current Druid, and Amaryllis herself has shown a talent for the Druidic arts.
So leadership, or advising the next leader at the very least, would fall to Amaryllis. So, it was decided that her life was to be spent in isolation, so that she may focus on her studies and tending to the world around her.
Amaryllis worked diligently in her own area of the Heartlands, away from any other contact. In her studies, she found a way to unite the light of the stars with druidic magic.
One day, in her own isolation, she learned something important: A portent of the future from the stars as well as present signs from nature around her.
With this portent and signs, Amaryllis realized that sitting around in her grove would not help matters. So, she left.
She realizes that the best course of action would be to speak with the leaders. Starting with the Princess of the Dale Folk.
Oh? She's already sent out a Summons? Even better!
Amaryllis takes the opportunity to accept the summons in order to speak with the Princess.
During Amaryllis's journey out of the Heartlands, she realizes the isolation caused her own heart to freeze on the surface. She can be blunt, and more often than not, appear aloof to others. However, deep down, she wants to be accepted into a group. She wants to be a part of a community, to have friends and loved ones of her own. But she also tells herself that that is not as important as the problem at hand now.
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