Sadie
Sadie
Sheet
AC 10 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresBonus action
- Wild ResurgenceLevel 5
You can regain one expended use of Wild Shape by expending a spell slot as a Bonus Action. You can also expend a use of Wild Shape to regain one expended spell slot of level 2 or lower.
- Land's AidLevel 6
You can use Wild Shape as a Bonus Action. You can expend a use of Wild Shape to use Land's Aid without expending a use of the feature.
Always on
- Druidcraft
When At will
Sadie causes a small natural sign, such as a fluttering leaf, brief breeze, harmless scent, or patch of sprouting moss, to appear within range.
- Produce Flame
When At will
Sadie calls a crackling elemental spark to strike a creature or ignite a flammable object within range.
- Mage Hand
When At will
A spectral hand appears and manipulates objects, opens containers, or delivers a small item at range.
- Minor Illusion
When At will
Sadie creates a harmless sensory effect, such as a strange sound, smell, image, or brief mark.
- DruidicLevel 1
You know the secret language of druids and can use it to leave hidden messages. You can also use it as a language when casting certain druid spells.
- Primal OrderLevel 1
Magician. You gain one additional cantrip from the Druid spell list, and you can use a Druidic focus as a spellcasting focus for your Druid spells.
- SpellcastingLevel 1
You can cast prepared Druid spells using Wisdom as your spellcasting ability. You can prepare a number of spells equal to your Druid level plus your Wisdom modifier.
- Wild CompanionLevel 2
You can expend a use of Wild Shape to cast Find Familiar without material components, summoning a spirit that takes an animal form and uses the spell's special rules.
- Wild ShapeLevel 2
You can assume a Beast form, using the 2024 Wild Shape rules. You have four uses of Wild Shape, regain two expended uses when you finish a Short Rest, and regain all expended uses when you finish a Long Rest.
- Circle of the LandLevel 3
You gain the Circle of the Land subclass. You can change your chosen land environment when you finish a Long Rest, and your Circle spells depend on that choice.
- Ability Score ImprovementLevel 4
Ability Score Improvement. Increase one ability score by 2 or two ability scores by 1, subject to the normal maximum of 20. Sadie's final scores already include this improvement.
- Elemental FuryLevel 7
When you deal damage with a Druid cantrip or a Beast attack while in Wild Shape, you can deal extra damage once on each of your turns. The damage type is chosen from cold, fire, lightning, or thunder.
- Ability Score ImprovementLevel 8
Ability Score Improvement. Increase one ability score by 2 or two ability scores by 1, subject to the normal maximum of 20. Sadie's final scores already include this improvement.
- Infernal LegacyLevel 1
You have advantage on saving throws against being Charmed or Frightened, and magical sleep cannot put you to sleep.
- Fiendish Legacy: InfernalLevel 1
You have resistance to fire damage. You know Thaumaturgy. You can cast Hellish Rebuke once per Long Rest without a spell slot, and you can cast Darkness once per Long Rest without a spell slot. You use Charisma for these species spells.
- DarkvisionLevel 1
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You perceive colors in darkness only as shades of gray.
- Magic Initiate: WizardLevel 1
You gain the Magic Initiate feat, choosing the Wizard spell list. You learn two Wizard cantrips and one level 1 Wizard spell. Choose Wisdom as the spellcasting ability for these spells. You can cast the level 1 spell once per Long Rest without a spell slot and can also cast it with spell slots.
- TraitTieflingDarkvision, 60 feet.
- Fiendish Legacy, InfernalTieflingResistance to fire damage, the Thaumaturgy cantrip, Hellish Rebuke once per Long Rest, and Darkness once per Long Rest.
- TraitTieflingFiendish resilience grants advantage on saving throws against being Charmed or Frightened, and magical sleep cannot put you to sleep.
- ResearcherSage
Researcher. When Sadie attempts to learn or recall lore, she knows where to find the information, usually in a library, archive, scholar, sage, or other learned person. If no source exists, she knows where such knowledge might be found.
Spells
18 spellsSpellcasting. Sadie casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): , , , , , ,
1st level (4 slots): , , , , ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (2 slots):
Gear
8 itemsWeapons
- QuarterstaffA sturdy wooden staff used as both walking stick and druidic focus.
- SickleA sickle with a leaf-shaped blade, suitable for harvesting herbs and as a simple weapon.
Armor
- Leather ArmorLight protective armor made from boiled leather and fitted with bark-colored straps.
- ShieldA wooden shield painted with a spiral of roots and stars.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and fifty feet of hempen rope.
- Book of HistoryA book of regional history filled with Sadie's annotations and pressed leaves.
- Calligrapher's Supplies and Sage KitInk, an ink pen, eight sheets of parchment, a robe, and a pouch containing 8 GP.
- Druidic FocusA small silver sprig of mistletoe set into a wooden clasp.
Appearance
Sadie is a medium-sized tiefling woman with deep russet skin, swept-back black horns banded with tiny brass rings, and long dark hair threaded with dried flowers and pale feathers. Her amber eyes seem brighter in dim light, and her pointed teeth show whenever she smiles, which is often sudden and slightly too wide. Her hands are her most distinctive feature, broad-palmed and permanently stained green and brown from years of handling leaves, ink, soil, and alchemical powders. She dresses in layered moss-green robes beneath a weathered leather cuirass, carries a gnarled quarterstaff, and wears a satchel crowded with labeled seed packets, folded maps, and handwritten observations.
Mannerisms
Sadie labels nearly everything she owns, including temporary campsites and occasionally people she has just met. When thinking, she presses her thumb against the edge of a horn ring and murmurs fragments of catalog entries. She laughs through her teeth, tilts her head before answering questions, and pauses to smell unfamiliar books.
Personality
Sadie is curious, irreverent, and intensely observant. She is comfortable speaking to ghosts, beasts, scholars, and weeds, but much less comfortable with ordinary social expectations. She loves obscure facts, dramatic entrances, and people who admit when they do not know something. Though she appears unserious, she notices suffering quickly and becomes unexpectedly fierce when someone tries to exploit the helpless or destroy a living habitat for profit.
Ideals
Freedom. No kingdom, temple, archive, or ancient spirit has the right to own knowledge or command the living world. Truth should remain wild enough to surprise everyone.
Bonds
Sadie still carries a water-damaged field journal belonging to Maelin Voss, the only scholar who treated her as an equal. Maelin vanished while investigating a spreading blight beneath an abandoned observatory, and Sadie is convinced the disappearance is connected to an intelligence older than any kingdom. She will risk comfort, reputation, and occasionally good judgment to finish Maelin's work and protect the living places threatened by the blight.
Flaws
Sadie treats every mystery as an invitation and every warning as evidence that someone is hiding something. She can be careless with promises, especially when a forgotten ruin, unusual plant, or forbidden manuscript is involved. She also has a scholar's habit of correcting people at the worst possible moment, then acting genuinely surprised when they take offense.
Quirks
Background
Sadie grew up in the back rooms of a monastery library, where the monks initially hired her to dust shelves and copy damaged labels. They expected a quiet tiefling girl to be grateful for a narrow place in their institution. Instead, Sadie read everything she could reach, including forbidden herbals, bestiaries, weather records, and the private journals of dead natural philosophers. She learned that the world was not divided between civilized knowledge and wild ignorance. Roots remembered. Rivers carried stories. Fungi traded warnings beneath the soil. The library became her first forest, and its books taught her how to listen for the second one.
“They expected a quiet tiefling girl to be grateful for a narrow place in their institution.”
- Background
- Sage
Connections
Species
Tiefling
Media
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