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Ozrelia has been studying Druidcraft for upwards of 50 years. She has all but perfected her art.
Ozrelia is recognized as a Hierophant of the Spore Circle, The highest level a Druid can obtain. Still quite young for a Druid but ancient for an Aarakocra. With the help of her Druid studies Ozrelia has extended her life considerably.
Although the quest for knowledge never truly ends Ozrelia has lessened her pursuit in the Spores and now chases something different. Normally Druids and many other studies of magic can only follow a particular school but Ozrelia hopes to extended her studies and abilities into multiple Druid circles.

  • Hit Dice 1d8 per druid level
  • Hit Points at 1st Level
    • 8 + your Constitution modifier
  • Hit Points at Higher Levels:
    • 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

  • Component Pouch, 25G
  • Herbalism Kit, 5G
  • Map Case, 1G
  • Custom Traveler's Clothes, 3G
  • Torch x10, 1S
  • Seed Case., 5S
  • Coin Pouch, 1S

Background: Feature & Details

Short Description of Background

Skill Proficiencies

  • Skill

Languages And/Or Tools

  • Language
  • Tool

Equipment (If Any)




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 See more...

Wild Companion (Optional)
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape Source: Player's Handbook
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.

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:

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  • Last modified: 6 months ago
  • by Cinder