Features:
Can talk to the Stars and all the Zodiac constellations at night.
•Spellcasting(Charisma-based, DC 14, +6 to hit):•Cantrips: Fire Bolt, Dancing Lights,Mending, Prestidigitation
•1st-level spells (4 slots): Magic Missile, Burning Hands, Shield, Healing Word
•2nd-level spells (3 slots): Scorching Ray, Misty Step, Flaming Sphere
•3rd-level spells (3 slots): Fireball, Counterspell, Daylight
•4th-level spell (1 slot): Greater Invisibility
•Infernal Legacy (Tiefling Feature) Can cast Hellish Rebuke (1/day) 2d10 fire dmg.
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Actions:
•Fiery Burst(Recharge 5-6): Hope releases fiery energy in a 10-ft radius. Creatures in the area must make a DC 14 Dex save, taking 3d6 fire damage on a fail or half as much on a success.
Star-form (Twice per day) She enter an starry form where she can shoot an luminous arrow as bonus action +7 to hit and d10+2 dmg.
Description
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Background: Hope, born of fire and starlight, grew up among outcasts known as the Wanderers. Despite her tragic separation, her spark of magic and determination has only grown brighter.
Roleplaying Notes:
Hope often gazes at the night sky, her soft voice filled with wonder and sadness. She fights for the Wanderers and channels her starlit heritage into devastating magic.
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