The 12th of the 2st Month of Zagyn, 10 ATFOM

Algae (al-gee)

Swampwitch Algae Guardfrog (a.k.a. Al, Aly)

Algae is now one of the Swampwitches. She lives in a cave under the water, created by the roots of an old mangrove tree. Her job is to maintain the border of the swamp and help protect Mirefen Hollow from those who mean it harm. She only remembers wisps of her life before the swamp claimed her, and only because she wrote it down. Mirefen lets her keep the book, but her deadname has been rewritten in the universe forever.

Physical Description

General Physical Condition

She is healthy and agile.

Body Features

Her skin is always dripping with swamp water, and people say she reminds them of a frog because of the green colourations. She also has the bloom of Luminbloom flowers mark on her shoulder.

Facial Features

Her eyes are milky white with no pupils, but she is not blind. They do glow when she uses her magic. She has also retained some of her elven features, such as the sharp jawline. Her pointed ears have become longer.

Identifying Characteristics

The twigs and other plants growing from her head and hanging off her ears.

Physical quirks

Her eyes being completely white is memorable.

Special abilities

She is a druid and a Swampwitch, so she gets magic from both.

Apparel & Accessories

She wears a tattered brown dress with a green and brown cloak. She has a ring on her ring finger and one on her middle finger, and doesn't wear shoes.

Specialized Equipment

She carries her spear with her, which looks like a simple spear but has the swamp's magic within.

Mental characteristics

Personal history

Her history will be in her book called The Swampwitch Trails.

Sexuality

She was asexual, and now no one wants to touch her.

Education

She grew up learning to be a florist and a druid like her mother. Then the swamp taught her everything else she needed for now

Employment

She helped her mum in the florist's, and now she is a swampwitch.

Accomplishments & Achievements

She managed to make it through the trials to become a swampwitch.

Mental Trauma

She is slowly losing her memories from before and has to live with the knowledge that everyone has forgotten who she was.

Personality Characteristics

Motivation

To protect Mirefen and, by extension, Boghaven from harm by keeping it hidden. To also serve the swamp the best she can.

Savvies & Ineptitudes

She is good in nature and animals, keeping watch and reading people, and being quiet.

She lacks people skills and strength-based skills.

Likes & Dislikes

Likes: Water, the quiet, nature, magic, reading, people watching

Dislikes: Humans outside of the swamp, threats to the swamp

Virtues & Personality perks

She's good at nature magic and identifying plants, and healing if she needs to.

Vices & Personality flaws

She struggles with letting go completely of her past.

Personality Quirks

She talks with her hands and tilts her head to the side when listening.

Social

Contacts & Relations

Granny Lethka and the other swampwitches.

Family Ties

She remembers her parents like a dream and what the Mire has let her keep in her book.

Religious Views

She belongs to the swamp and believes in it and the Wyrdstone.

Social Aptitude

She is very straight to the point and isn't that charismatic, but she was put on the border watch because she was allowed to keep more of her old self than most Swampwitches.

Mannerisms

She talks with her hands and has an accent.

Alignment
Neutral
Current Status
Border protectio
Current Location
Species
Conditions
Honorary & Occupational Titles

A Lady of the Mire

Date of Birth
27th of the 2nd Month of Xarra, -75 BTFOM
Year of Birth
74 BTFOM 84 Years old
Children
Current Residence
An underwater cave created by the roots of an old mangrove tree
Pronouns
She/Her
Sex
Female
Gender
Female
Presentation
Feminine
Eyes
Completely white eyes
Hair
Long, black, stringy hair with plants in
Skin Tone/Pigmentation
Two shades of green
Height
5'10 ft
Weight
130 lbs
Belief/Deity
She follows the swam
Aligned Organization
Known Languages

All, telepathy with her eerie token within 10 miles.



Cover image: Unknown by Unknown
Character Portrait image: Unknown by Unknown
Algae
Level 11 (0/100000 XP for level-up)
Background Swamp Villager
Size Medium
Species Hexblood
Druid
Subclass Circle of Spores
Level 11
Hit dice 11/11
1d8+2

STR 10
+0
STR save: +0
DEX 16
+3
DEX save: +3
CON 15
+2
CON save: +2
INT 15
+2
INT save: +2
WIS 22
+6
WIS save: +6
CHA 9
-1
CHA save: -1

Initiative (DEX)
+3
Speed
30 ft, 30 ft swimming
Passive Perception
25
Heroic Inspiration
Armor Class (AC)
17
Glamoured Studded Leather
Hit Points
102 / 102
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+10
Ability
WIS
Abi Mod
+6
Save DC
18
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Spear +6 STR 1d6 Piercing
  Properties: Thrown (range 20/60), Versatile (1d8) 1d8
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Glamoured Studded Leather 16
Skills
P/E Bonus Skill Abi
+3 Acrobatics DEX
+10 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
-1 Deception CHA
+2 History INT
+10 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
+6 Medicine WIS
+11 Nature INT
+10 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+10 Survival WIS
+6 Herbalism Kit INT

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents

Weapon Proficiencies: Simple weapons


Tool Proficiencies: Herbalism Kit


Armour Training: Light armour and Shields


Languages: Common, Druidic, Primordial (aquan), Sylvan



Features & Traits

https://www.dndbeyond.com/species/2108558-hexblood

Hexblood

FEY

Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses and avoid the same.

While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.

Heir of Hags

(Not the only type of hexblood, just the most common)

One way hags create more of their kind is through the creation of hexbloods. Every hexblood exhibits features suggestive of the hag whose magic inspires their powers. This includes an unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible mark of the bargain between hag and hexblood, a debt owed, or a change to come.

Hexblood Origins

A bargain with a hag or other eerie forces transformed your character into a magical being. Roll on or choose an option from the Hexblood Origins table to determine how your character gained their lineage.

d6Origin
1Seeking a child, your parent made a bargain with a hag. You are the result of that arrangement.
2Fey kidnappers swapped you and your parents’ child.
3A coven of hags lost one of its members. You were created to replace the lost hag.
4You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5You began life as a fey creature, but an accident changed you and forced you from your home.
6A slighted druid transformed you and bound you to live only so long as a sacred tree bears fruit.


Hexblood Traits

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

As a Hexblood, you have these special traits.

Darkvision. You have Darkvision with a range of 60 feet.

Ancestral Legacy. You gain proficiency in two skills of your choice.

Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:

  • Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
  • Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.

Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.

Hex Magic. You can cast the Disguise Self and Hex spells with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).





Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description.


Cantrips. You know two cantrips of your choice from the Druid spell list.


Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.


When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.


Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.


Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list.


The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.


If another Druid feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.


Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.


Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.


Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.



Magic Item

Ring of Invisibility


Ring, legendary (requires attunement)


While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.


Glamoured Studded Leather


Armour (studded leather), rare


While wearing this armour, you gain a +1 bonus to Armour Class. You can also take a Bonus Action to cause the armour to assume the appearance of a normal set of clothing or some other kind of armour. You decide what it looks like—including colour, style, and accessories—but the armour retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armour.


Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.


Ring of Protection


Ring, rare (requires attunement)


You gain a +1 bonus to Armour Class and saving throws while wearing this ring.


Cloak of Elvenkind


Wondrous Item, uncommon (requires attunement)


While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.


Tome of Understanding


Wondrous Item, very rare


This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practising its guidelines.





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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