Hit Die 1d8+3
|3||Sleight of Hands|
Ability Scores: Intelligence, Wisdom
Skills: Arcana, Medicine, Nature, Perception, Persuasion
Tools: Cook's Utensils, Healer's Kit, Herbalism Kit
Armor: Light armor, Medium armor, Shields; no metal
Weapons: Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
cantrips - poisin spray, resistance
1st-speak with animals, create water, fog cloud, thunder wave
2nd- flaming sphere, spike growth
Set of common clothes
Fey Ancestry - You have advantage on saving throws vs. charm, and magic can't put you to sleep.
Trance - You meditate for four hours instead of sleeping for eight hours to achieve the benefits of a long rest.
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.
Conclave's Shelter - You can count on your guildmates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. You can receive free healing and care at a Selesnya enclave.
Balm of the Summer Court - You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain all expended dice when you finish a long rest.
Features & Traits
The major events and journals in Shaelia Branwyn's history, from the beginning to today.
The list of amazing people following the adventures of Shaelia Branwyn.