Eve
Eve
Sheet
AC 15 · HP 38 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresAction
- Wild ShapeLevel 2
When On her turn, as an action
Eve can use an action to transform into a beast form she has seen before, following the limitations of Wild Shape.
Bonus action
- Primal Form
When On her turn, as a bonus action
Eve can use a bonus action to expend a use of Wild Shape and manifest a primal form while retaining her own statistics and spellcasting.
- Wild Shape, optional primal form useLevel 2
Eve can use a bonus action to expend one use of Wild Shape and assume a primal beast form without physically transforming. While in this form, she gains the beast's movement modes and physical benefits, but retains her own statistics and can cast spells normally.
Always on
- DruidicLevel 1
Eve knows Druidic, the secret language of druids, and can leave hidden messages in the language. Other druids recognize such messages automatically.
- SpellcastingLevel 1
Eve can prepare a number of druid spells equal to her Wisdom modifier plus her druid level. She uses Wisdom as her spellcasting ability.
- Fey AncestryLevel 1
Eve has learned to resist the effects of aging magic, sleep, and many forms of enchantment. She has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TranceLevel 1
Eve can enter a meditative trance for 4 hours instead of sleeping. After completing the trance, she gains the same benefit that a human gains from 8 hours of sleep.
- DarkvisionLevel 1
Eve can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, with only shades of gray visible in darkness.
- Keen SensesLevel 1
Eve has proficiency in the Perception skill.
- Druidic Focus AccessLevel 1
Eve can use a druidic focus as a spellcasting focus for her druid spells.
- Ability Score ImprovementLevel 4
At 4th level, Eve gains an Ability Score Improvement. Her exceptional ability scores are retained as provided, and this feature is available for a feat or additional ability score increase at the player's discretion.
- Ability Score IncreaseElfDexterity increases by 2.
- DarkvisionElfCan see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light in shades of gray.
- Keen SensesElfProficiency in Perception.
- Fey AncestryElfAdvantage on saving throws against being charmed, and magic cannot put her to sleep.
- TranceElfFour hours of meditation provide the benefit of eight hours of sleep.
- WandererOutlander
Eve has an excellent memory for maps, terrain, and natural landmarks. She can find food and fresh water for herself and up to five other people each day, provided the land offers suitable resources.
Spells
9 spellsSpellcasting. Eve casts with Wisdom (spell save DC 15, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): , , ,
2nd level (3 slots): , ,
Gear
9 itemsWeapons
- ScimitarA curved blade suitable for cutting brush and fighting in close quarters.
- StaffAn ash staff used as a walking aid, druidic symbol, and weapon.
Armor
- Wooden shieldA sturdy wooden shield marked with a spiral of the seasons. Grants +2 AC when wielded.
Tools
- Hunting trapA metal trap designed to restrain a creature by the leg.
Gear
- Druidic focusA natural object such as a sprig of mistletoe, a carved bone, or a holly branch used as a druidic spellcasting focus.
- Explorer's packA backpack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other basic adventuring supplies.
- Animal trophyA preserved claw from a great wolf that once guarded Eve's clan's borders.
- Traveler's clothesSimple, durable clothing suited to extended travel.
Purse
- 10×Gold piecesCoin kept in a weatherproof leather pouch.
Appearance
Eve is a tall, striking wood elf with silver-blonde hair worn in a long braid, leaf-green eyes, and warm bronze skin marked with fine, natural-looking lines resembling branches. She carries herself with measured precision and wears weathered green and brown travel leathers beneath a gray-green cloak. A polished wooden shield bears a simple spiral representing the turning seasons, and a carved ash staff rests constantly within reach.
Mannerisms
Eve pauses before answering difficult questions, as though listening to distant wind through leaves. She arranges objects according to size and function, studies footprints during conversation, and refers to storms, rivers, and trees as witnesses rather than scenery.
Personality
Eve is observant, disciplined, and intensely self-controlled. She speaks plainly, dislikes wasteful gestures, and gives every problem a practical structure before addressing it. Beneath her reserved manner is a fierce protectiveness toward vulnerable creatures and places, though she expresses care through preparation, vigilance, and correction rather than tenderness.
Ideals
Order. Every living system has limits, rhythms, and consequences. Civilization is not exempt from the laws that govern the wild.
Bonds
The ancient grove that first accepted Eve as a druid is her sacred responsibility. She will risk almost anything to protect it and the people, animals, and spirits that depend upon it.
Flaws
Eve treats emotional appeals as evidence of poor planning and can be coldly dismissive of grief, fear, or desperation. Once she has judged an action to be necessary, persuading her to reconsider is extremely difficult. She also has a quiet tendency to impose natural-law standards on societies that never agreed to follow them.
Quirks
Background
Eve was born beneath an ancient canopy where the oldest trees were treated as living law. Her elven clan maintained strict boundaries between settlement, wilderness, and sacred ground, and from childhood she learned that survival depended not on sentiment but on balance, patience, and obedience to natural limits. She became a druid after discovering a dying grove poisoned by miners who had ignored the old agreements. Rather than seek revenge, Eve devoted herself to restoring the grove and documenting every breach of the region's ancient ecological laws. For decades she traveled beyond her homeland as an outlander, crossing mountain passes, salt marshes, and ruined roads in search of damaged places that needed tending. She learned to read tracks as easily as written language, to judge a storm by the taste of the wind, and to negotiate with settlements before conflict became inevitable. Now she journeys with a deliberate purpose, seeking the source of a spreading blight that has begun appearing in places where the natural order has been forcibly altered. Eve believes the blight is not random, and she intends to identify its cause, restore what can be restored, and impose consequences on whoever caused it.
“She became a druid after discovering a dying grove poisoned by miners who had ignored the old agreements.”
- Background
- Outlander
Connections
Species
Elf
Media
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