Freyja Stormlight (
freedomofmovement) wrote2018-04-14 02:08 pm
skills & magic
skills
- verbally fluent in common, druidic, and orkish. able to read/write common and druidic.
- able to realign minor broken bones, reset dislocations, and treat other minor maladies/injuries (proficiency in medicine)
- knowledge of the gods of the major pantheon and how best to pray to/worship them, specific knowledge of the rites for the worship and appeasement of umberlee (goddess of storms and ocean). (proficiency in religion)
- knowledge of local flora and which ones are specifically helpful in treatment of illness and sicknesses, and how to prepare them to get the most out of them. (proficiency in the use of a herbalism kit)
- a profound understanding of how environments and the weather work together, as well as the plants and animals that inhabit the land (proficiency in nature)
- a thorough grounding in arcane theory, ritual, and practise, particularly in respect to clerics, druids, and witches. (proficiency in arcana)
- some combat training, but more leaning towards hunting beasts rather than other humanoid people (proficiency in simple weapons and light/medium armor not made of metal)
spells and rituals
wild shape
- all druids have the ability to spend time shape-shifted into an animal that they've seen before. Freyja's time limit is seven hours.
- forms: wild dog, owl, cat, platypus, dolphin
natural recovery
- by meditating in nature for a few hours, freyja can recover expended spells. she can regain either one 6th level spell, or a combination of lesser spells that total to 7 levels.
land's stride
- difficult terrain - such as lantana patches, brambles, and scree slopes - are easy for freyja to move through, costing her no extra movement. additionally, she has better odds than most of being able to make it through thorny/magically animated plants without being slowed or damaged by them.
nature's ward
- freyja is immune to all forms of poison and disease, and cannot be charmed/frightened by fey or elementals.
nature's sanctuary
- beasts and plants are aware of freyja's deep connection to nature, and hesitate before attacking. this may not stop the determined, but they are aware of this effect.
at-will
- druidcraft, produce flame, shillelagh, mending, thorn whip, shape water
rituals
- detect magic, detect poison & disease, purify food & drink, speak with animals
- animal messenger, beast sense, locate plants & animals, skywrite
- meld into stone, feign death
- commune with nature
daily
can cast up to four of these spells per day
- fog cloud, thunderwave, cure wounds, animal friendship, create/destroy water, entangle
can cast up to 3 times per day
- darkvision, flame blade, gust of wind, heat metal, lesser restoration, locate object, moonbeam, pass without trace, mirror image, misty step
can cast up to 3 times per day
- water breathing, water walk, call lightning, dispel magic, plant growth, speak with plants, tidal wave, sleet storm, wall of water
can cast up to 3 times per day
- control water, freedom of movement, blight, dominate beast, elemental bane, ice storm, stoneshape, wall of fire, guardian of nature
can cast twice per day
- maelstrom, wrath of nature, greater restoration, mass cure wounds, planar binding, insect plague, wall of stone, conjure elemental, scrying, control winds
can cast once per day
- move earth, wind walk, wall of thorns, druid grove
can cast once per day
- fire storm, whirlwind
can cast once per day
- control weather, tsunami

rituals
detect magic
Duration of Ritual Once Cast: 10 minutes (requires concentration)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic, you can then visualise a faint aura around any visible creature or object that bears magic; and you then learn their school of magic, if possible.
This ritual can penetrate most barriers, but is blocked by 1 foot of stone/concrete, 1 inch common metal, a thin sheet of lead, or 3 feet of wood/dirt/sand.
detect poison & disease
Duration of Ritual Once Cast: 10 minutes (requires concentration)
For the duration, you sense the presence and location of poisons, poisonous creatures, and disease within 30 feet. You also identify the kind of poison, poisonous creatures, and diseases in each case.
This ritual can penetrate most barriers, but is blocked by 1 foot of stone/concrete, 1 inch common metal, a thin sheet of lead, or 3 feet of wood/dirt/sand.
purify food & drink
Duration of Ritual Once Cast: 1 minute
Range: 30 feet
All nonmagical food and drink within a 5-foot-radius sphere within range is purified and rendered free of poison and disease.
speak with animals
Duration of Ritual Once Cast: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts (not monsters) for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can tell you about nearby locations and monsters, including what they might have seen in the past day.
animal messenger
Duration of Ritual Once Cast: 24 hours
Range: 30 feet
By means of this spell, you use an animal to deliver a short message. Choose a tiny beast within range - a songbird, a mouse, a squirrel. You specify a location, which you must have visited, and a recipient who matches a general discription - such as "someone dressed in the uniform of a town guard" or "a red-haired man with a blue scarf". You also speak a message of up to 25 words. The beast then travels for the duration to the spell towards the specified location.
When the beast arrives, it delivers your message in your voice to your described recipient. If it does not arrive within the duration, the message is lost, and the beast makes it way back to the location where you cast the spell.
beast sense
Duration of Ritual Once Cast: 1 hour (requires concentration)
You touch a willing beast. For the duration, when you choose, you can see through the beast's eyes and hear what it hears, until you choose to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses that the beast has, and you are blinded and deafened to your surroundings.
locate plants & animals
Duration of Ritual Once Cast: Immediate
Range: 5 miles
Describe a specific kind of beast or plant. Concentrating on your connection to nature and your surroundings, you learn the location of the specified flora or fauna if it is within range and present.
skywrite
Duration of Ritual Once Cast: 1 hour (requires concentration)
You cause up to ten words to form in a part of the sky that you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
meld into stone
Duration of Ritual Once Cast: 8 hours
You touch and step into a stone object or surface large enough to fully contain your body, melding yourself and all your equipment you carry for the duration. Nothing of your presence remains visible or otherwise detectable by non-magical senses.
While merged with the stone, you cannot see, and hearing is difficult, if not impossible. You remain aware of the passage of time and can cast spells on yourself while merged. You can use movement to exit the stone where you entered it, which ends the spell. You cannot otherwise move.
Minor physical damage to the stone doesn't harm you, but its partial destruction (to the extent that you can no longer fit in it) expels you and causes some damage. The complete destruction or transmutation of the stone expels you and causes a large amount of damage. If expelled, you fall prone in an unoccupied space close to where you entered the stone.
feign death
Duration of Ritual Once Cast: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell's duration, or until you dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded, incapacitated, and cannot move. The target has resistance to all damage types except psychic.
If the target is diseased/poisoned when the spell is cast, or becomes diseased/poisoned while the spell is active, any effects of the disease/poison are paused until the spell ends.
commune with nature
Duration of Ritual Once Cast: Immediate
Range: 300 feet/3 miles
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, your maximum range is 3 miles. Underground or in caves, your range is 300 feet. The spell doesn't function where nature has been replaced by construction - such as towns, or dungeons.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, and peoples
- powerful fey, fiends, celestials, elementals, or undead
- influence from other planes of existence
- buildings
For examples, you could determine the location of powerful undead, sources of drinking water, and nearby towns.