Sethis
Sethis
Sheet
AC 15 · HP 163 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAlways on
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom. You can use a druidic focus, such as a sprig of mistletoe, to provide material components when permitted.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in it, and recognize messages left by others.
- Wild ShapeLevel 2
You can use Wild Shape twice per short or long rest, transforming into a beast of CR 1 or lower without a flying or swimming speed. At 20th level, uses are unlimited. You can remain transformed for up to 10 hours, and can transform into a beast of CR 6 or lower without the usual movement restrictions.
- Druid CircleLevel 2
You choose the Circle of the Land and the Forest terrain. You learn one additional druid cantrip.
- Natural RecoveryLevel 2
During a short rest, you can recover spell slots with a combined level of up to 10, none of which can be 6th level or higher. Once you do so, you must finish a long rest before doing so again.
- Circle SpellsLevel 3
Forest circle spells are always prepared and do not count against your prepared spells: barkskin and spider climb at 3rd level; call lightning and plant growth at 5th; divination and freedom of movement at 7th; commune with nature and tree stride at 9th.
- Land's StrideLevel 6
You can move through nonmagical difficult terrain without extra movement, and pass through nonmagical plants without being slowed or damaged by their thorns, spines, or similar hazards. Plants magically created or manipulated to impede movement still affect you.
- Nature's WardLevel 10
You cannot be charmed or frightened by fey or elementals, and they have disadvantage on attack rolls against you.
- Beast SpellsLevel 18
You can cast druid spells while in Wild Shape, except spells with material components that have a specified cost or are consumed.
- Timeless BodyLevel 18
You age only one year for every ten years that pass.
- ArchdruidLevel 20
You can use Wild Shape an unlimited number of times. You can ignore verbal and somatic components of druid spells, as well as non-costly, non-consumed material components that lack a specified cost. You still need to provide costly or consumed material components.
- DarkvisionElf (Wood Elf)You can 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 SensesElf (Wood Elf)Proficiency in Perception.
- Fey AncestryElf (Wood Elf)Advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TranceElf (Wood Elf)You meditate deeply for 4 hours instead of sleeping, remaining semiconscious.
- Fleet of FootElf (Wood Elf)Walking speed is 35 feet.
- Mask of the WildElf (Wood Elf)You can attempt to hide when lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.
- Elf Weapon TrainingElf (Wood Elf)Proficiency with longswords, shortswords, shortbows, and longbows.
- Wood elf ability increasesElf (Wood Elf)Dexterity +2, Wisdom +1.
- WandererOutlander
She can recall the general layout of terrain and settlements she has seen. She can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Spells
21 spellsSpellcasting. Sethis casts with Wisdom (spell save DC 19, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): no spells
2nd level (3 slots): ,
3rd level (3 slots): , ,
4th level (3 slots): , ,
5th level (3 slots): , , ,
6th level (2 slots): ,
7th level (2 slots):
8th level (1 slot):
9th level (1 slot):
Gear
8 itemsWeapons
- QuarterstaffA simple wooden walking stick, used as a druidic focus.
Armor
- Leather armorNonmetal armor, AC 11 + Dexterity modifier.
- ShieldA wooden shield, carried with a hand-carved leaf pattern.
Gear
- Explorer's packA practical traveler's pack with a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Hunting trapA small animal trap, maintained and carried for emergencies.
- Animal trophyA smooth river-stone carved with the shape of a heron, kept as a personal trophy.
- Traveler's clothesWeather-worn clothing suited to long journeys.
Purse
- Pouch and goldA pouch containing ten gold pieces.
Appearance
Sethis has copper-brown skin weathered by wind and long days outdoors, with a fine dusting of pale freckles across her nose and cheeks. Her dark hair is braided close at the temples and gathered at the nape with a strip of woven grass. Before she speaks, she takes a small, audible breath through her nose, as if testing the air. Her voice is low, soft, and slightly husky, carrying the dry rasp of someone accustomed to cold mornings and smoke.
Mannerisms
Before answering, she draws a quiet breath through her nose and pauses, as though listening for a change in the wind. She speaks in measured phrases, often lowering her voice at the end rather than raising it.
Personality
Patient and quietly generous, Sethis gives people time to find their own words. She prefers useful help to grand gestures, and is at ease with silence, weather, and long stretches of road.
Ideals
Care is a practice, not a sentiment. Leave the land and the people living on it better able to endure than you found them.
Bonds
She carries a small bundle of seed from the grove where she was raised, and intends to return it to every place her travels have helped heal. She still sends word to the scattered families who rely on her routes.
Flaws
She assumes that anyone who ignores the needs of a place is acting selfishly, and can be blunt or stubborn when asked to prioritize a human plan over the living landscape. She keeps moving rather than admit when she is tired or frightened.
Quirks
Background
Sethis grew up in a wood-elf settlement built along the edge of an old-growth forest, where trail knowledge was passed down as carefully as family history. Her earliest lessons were practical: how to read a stream after a storm, which roots could be eaten, and how to leave a place useful to whoever came after. She became a wanderer by choice, carrying news and medicines between isolated hamlets and learning the names of plants in languages few outsiders bothered to hear.
- Background
- Outlander
Connections
Species
Elf (Wood Elf)
Media
0 imagesNo images yet.
Turn Sethis into a sheet
A high-res, share-ready sheet you can post or print.