<div class="floatright">(https://i.pinimg.com/originals/6d/5d/d0/6d5dd00bebc6deeecb71b9e6b7ba7c5e.gif)</div><strong>Name:</strong>Nuala Oakstaff<br/><strong>Class:</strong>Druid<br/><strong>Race:</strong>Wood Elf<br/><strong>Background:</strong>Acolyte / hermit<br/><strong>Religion:</strong>Shiallia (http://forgottenrealms.wikia.com/wiki/Shiallia) (and through her, Meilikki)<br/><strong>Sheet:</strong>https://www.myth-weavers.com/sheet.html#id=1665943<br/><br/><strong>HP:</strong>38 |<strong>AC:</strong>16 |<strong>PP:</strong>17 |<strong>Speed:</strong>35'<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Strength: 8 (-1)</div><div class="spoiler_body"><strong>Save:</strong> -1<br/><em>Athletics:</em> -1</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dexterity 16 (+3)</div><div class="spoiler_body"><strong>Save:</strong> +3<br/><em>Acrobatics:</em> +3<br/><em>Sleight of Hand:</em> +3<br/><em>Stealth:</em>+3</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Constitution 14 (+2)</div><div class="spoiler_body"><strong>Save:</strong> +2</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Intelligence 10 (+0)</div><div class="spoiler_body"><strong>Save:</strong> +3<br/><em>Arcana:</em> +0<br/><em>History:</em> +0<br/><em>Investigation:</em> +0<br/><em>Nature:</em> +3<br/><em>Religion:</em> +3</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wisdom 18 (+4)</div><div class="spoiler_body"><strong>Save:</strong> +7<br/><em>Animal Handling:</em> +7<br/><em>Insight:</em> +4<br/><em>Medicine:</em> +7<br/><em>Perception:</em> +7<br/><em>Survival:</em> +4</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Charisma 10 (+0)</div><div class="spoiler_body"><strong>Save:</strong> +0<br/><em>Deception:</em> +0<br/><em>Intimidation:</em> +0<br/><em>Persuasion:</em> +0<br/><em>Performance:</em> +0</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Proficiencies and Languages</div><div class="spoiler_body"><strong>Languages:</strong> Common, elvish, Druidic, Sylvan<br/><strong>Skill Proficiencies:</strong> Nature, Religion, Animal Handling, Medicine, Perception<br/><strong>Weapon Proficiencies:</strong> Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, longswords, shortswords, shortbows, and longbows.<br/><strong>Armor Proficiencies:</strong> Light Armor, Medium Armor, Shields<br/><strong>Tool proficiencies:</strong> Herbalism kits, Musical Instrument (Pipes)</div></div><br/><br/><strong>Equipment:</strong>Winter Blanket, Set of common clothes, Holy symbol of Shiallia, herbalism kit, wooden shield, scimitar, druidic focus (staff), leather armor, explorer's pack,<em>Boots of Springing and Striding</em><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Darkvision</div><div class="spoiler_body">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.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Keen senses</div><div class="spoiler_body">You have proficiency in the Perception skill.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can't put you to sleep.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trance</div><div class="spoiler_body">Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elf weapon Training</div><div class="spoiler_body">You have proficiency with the longsword, shortsword, shortbow, and longbow</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fleet of Foot</div><div class="spoiler_body">Your base walking speed increases to 35 feet.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mask of the Wild</div><div class="spoiler_body">You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Feature: Shelter of the Faithful</div><div class="spoiler_body">As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.<br/><br/>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Druidic</div><div class="spoiler_body">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.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellcasting</div><div class="spoiler_body">Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of Spellcasting and chapter 11 for the druid spell list. Wisdom is your Spellcasting ability for your druid Spells, since your magic draws 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.<br/><br/><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Wisdom modifier<br/><strong>Spell Attack modifier</strong> = your proficiency bonus + your Wisdom modifier<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cantrips</div><div class="spoiler_body">At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ritual Casting</div><div class="spoiler_body">You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.[/spoiler</div></div></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Wild Shape</div><div class="spoiler_body">Jesus, look this up I'm not pasting eight paragraphs here</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Druid Circle - Shepherd)</div><div class="spoiler_body">At 2nd level, you choose to Identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Speech of the Wild</div><div class="spoiler_body">At 2nd level, you learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spirit Totem</div><div class="spoiler_body">Starting at 2nd level, as a bonus action, you can magically summon an incorporeal 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. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.<br/><br/>As a bonus action, you can move the spirit up to 60 feet to a point you can see.<br/><br/>The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.<br/><br/>The effect of the spirit's aura depends on the type of spirit you summon from the options below.<br/>• <strong>Bear:</strong>Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura<br/>• <strong>Hawk:</strong> When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.<br/>• <strong>Unicorn:</strong>  You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.</div></div></div></div></div></div><br/><br/><strong>Backstory:</strong>Nuala hails from a tribe of wild elves in the borderlands of Jaunpa and Wivensi. She couldn't tell you where, exactly, and it doesn't particularly batter. She remembers her childhood as being happy enough, traveling with her tribe, journeying from hunting grounds to hunting grounds. Her father tossing her high into the air so she could catch tree limbs to climb like a squirrel. And of course the fact that the actual squirrels talked to her. As did the trees they lived in. And the acorns they dropped.  She kept these things secret from her parents; she didn't know why, but it seemed important to do so. One time a band of pixies took a liking to her and harassed the tribe day and night asking if Nuala could come out and play.<br/><br/>it wasn't until she was a little older that these quirks became problems. Rather, one particular problem; magic. Some may say all elves are magical by nature, but Nuala's people took a rather dim view of a youngling who might accidentally conjure fire, or whose mere presence could attract overprotective wolverines. when her marks began manifesting, showing her nature as a Spiritchosen to the whole world, her parents split from the tribe, and took their daughter deep into foreign woods. For a few bittersweet days, they spent time together as a family, while explaining to Nuala that her place was not with the tribe - at least not right now - but was rather with the Woodwives. They kissed her on the cheeks and left her then, in a grove of vent trees and pierced pebbles. She didn't have long to wait before the Woodwives arrived, though.<br/><br/>For eleven years and a day, Nuala studied the way of the forest-spirits. Eleven years and a day, she whispered to rowan, danced with dryads. She spent time as a trout, and as the bear that ate the trout. She raced barefoot with Satyrs through brambles and tended the wounds of elf, man, and beast alike. And then on the eleventh year, second day, it went quiet. Still warmed from the embrace of the High Priestess, she awakened to a bit of supplies, a golden acorn on a hempen thong, and a few bundles of herbs. She knew what it meant; She was to again leave her home, to "spread her roots," see the forest beyond the Deep Wood, and all the other places that  life grew.<br/><br/><strong>Personality:</strong>Nuala is wise in the way of trees and deer, but not so much in the wiles of civilization or mortal folk. It's something she needs to correct, perhaps, since the two worlds seem forever destined to conflict. for the time being, she instinctively favors the side of nature. She sees signs and omens in everything, and has a very animist outlook to the world. She's bright-eyed, a little flighty, and not the least bit shy about herself; you don't spend time as a vixen, or rollicking with the fey, and keep any prudish ideas, after all. She believes it is her duty to help others (though again, she'll favor the natural world in most conflicts), and as an earnest, even naive belief in the rightness of her goddess and those who serve her; it hasn't crossed her mind that anyone could serve Shiallia with ill intent, much less *lie* about it!