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Edena Trifur

Level 6 Druid · Elves · Chaotic Good
Circle of the Eclipse5 unspent stat points
HP 14 / 15
Armor 1
Magic armor 0
Damage d6

Stats

STR +1 13
DEX +0 9
CON +0 9
INT +1 15
WIS +3 18
CHA +1 13

Resources

  • Shapeshift Hold 0
    Spent on your form's moves. When it runs out, you return to your natural form.
  • Balance 4
    Gained when you deal damage. Spend it to heal 1d4 HP per point.

Circle of the Eclipse

Attuned to the Harmony of Light and Shadow

🌞 Sunward

  • Aspect Shift Level 1 You're attuned to either the Sunward or Moonward aspect. You may change aspect at dawn or dusk, or mid-session by spending 1 Hold from shapeshifting or succeeding on Defy Danger (WIS) in a moment of intense stress (GM's call). When you change aspect, a visible eclipse briefly flashes in your eyes or around your form.
    You're attuned to either the Sunward or Moonward aspect. You may change aspect at dawn or dusk, or mid-session by spending 1 Hold from shapeshifting or succeeding on Defy Danger (WIS) in a moment of intense stress (GM's call). When you change aspect, a visible eclipse briefly flashes in your eyes or around your form.
  • Eclipse-Touched Level 1 Your magic carries the essence of the moon and sun. You may choose radiant or shadow as an element when casting spells or shapeshifting. This may interact with celestial artifacts, magic effects, or specific enemies.
    Your magic carries the essence of the moon and sun. You may choose radiant or shadow as an element when casting spells or shapeshifting. This may interact with celestial artifacts, magic effects, or specific enemies.
  • Solar Mend Level 1 🌞 Sunward only. When you touch a creature to heal, roll +WIS. 10+: Heal 1d8 + WIS HP and give them +1 forward. 7-9: Heal 1d6, but they take 1d4 burn damage at the start of their next turn.
    6-: They take 1d6 burn damage, and you can't use this healing again until you rest.
    🌞 Sunward only. When you touch a creature to heal, roll +WIS. 10+: Heal 1d8 + WIS HP and give them +1 forward. 7-9: Heal 1d6, but they take 1d4 burn damage at the start of their next turn.
    6-: They take 1d6 burn damage, and you can't use this healing again until you rest.
  • Phase Drift Level 1 🌑 Moonward only. When you spend 1 Hold from shapeshifting, you may instead become phased until you take an action. While phased you can move through thin barriers or creatures, and you're immune to physical and magical effects but can't interact with the world. You may walk, observe, or speak. The effect ends when you act (e.g. attack, cast, or touch something with intent).
    🌑 Moonward only. When you spend 1 Hold from shapeshifting, you may instead become phased until you take an action. While phased you can move through thin barriers or creatures, and you're immune to physical and magical effects but can't interact with the world. You may walk, observe, or speak. The effect ends when you act (e.g. attack, cast, or touch something with intent).
  • Blinding Radiance Level 3 🌞 Sunward only. When you touch a creature, roll +WIS. 10+: Deal 1d8 radiant damage, and the target must make a CON save or be blinded until the end of their next turn. 7-9: Deal 1d6 radiant damage, and they're dazzled (-1 forward).
    6-: You take 1d4 damage and are briefly blinded until your next turn.
    This is magical damage and ignores physical armor.
    🌞 Sunward only. When you touch a creature, roll +WIS. 10+: Deal 1d8 radiant damage, and the target must make a CON save or be blinded until the end of their next turn. 7-9: Deal 1d6 radiant damage, and they're dazzled (-1 forward).
    6-: You take 1d4 damage and are briefly blinded until your next turn.
    This is magical damage and ignores physical armor.
  • Shadow Step Level 3 🌘 Moonward only. You may teleport up to 30 ft as a bonus action or movement, but only into dim light or darkness. Uses per day: your WIS modifier (min 1). Stepping through moonlight (natural or magical) restores one use.
    🌘 Moonward only. You may teleport up to 30 ft as a bonus action or movement, but only into dim light or darkness. Uses per day: your WIS modifier (min 1). Stepping through moonlight (natural or magical) restores one use.
  • Eclipse's Embrace Level 6 When a creature you can see makes an attack roll, use your aspect's power.
    🌞 Solar Reversal: When an enemy within range attacks, force the attack to be made with disadvantage. If the enemy is in direct sunlight, they also take 1d8 radiant damage.
    🌘 Lunar Balance: When an ally within range is attacked, grant them advantage on their next saving throw or attack roll. If the ally is in dim light or darkness, their next attack also deals +1d6 necrotic damage.
    When a creature you can see makes an attack roll, use your aspect's power.
    🌞 Solar Reversal: When an enemy within range attacks, force the attack to be made with disadvantage. If the enemy is in direct sunlight, they also take 1d8 radiant damage.
    🌘 Lunar Balance: When an ally within range is attacked, grant them advantage on their next saving throw or attack roll. If the ally is in dim light or darkness, their next attack also deals +1d6 necrotic damage.
  • 🔒 Total Eclipse Level 9
    Unlocks at level 9.

Moves & abilities · 12

  • Born of the Soil The spirits of your land have marked you as their own and let you take their shape wherever you go. Choose a tell (antlers, leopard's spots, hair like leaves...) that stays in every shape.
    The spirits of your land have marked you as their own and let you take their shape wherever you go. Choose a tell (antlers, leopard's spots, hair like leaves...) that stays in every shape.
  • By Nature Sustained You don't need to eat or drink. Ignore moves that tell you to mark off a ration.
    You don't need to eat or drink. Ignore moves that tell you to mark off a ration.
  • Spirit Tongue You understand the calls of any animal native to your land, or akin to one whose essence you've studied.
    You understand the calls of any animal native to your land, or akin to one whose essence you've studied.
  • Shapeshifter When you call on the spirits to change your shape, roll +WIS. 10+: Hold 3. 7-9: Hold 2.
    6-: Hold 1, plus whatever the GM says.
    Become any species from your land or whose essence you've studied, with its natural abilities and weaknesses but your own stats. The GM gives you moves for the form; spend 1 hold to make one. When hold runs out, or you spend it all at once, you return to your natural form.
    When you call on the spirits to change your shape, roll +WIS. 10+: Hold 3. 7-9: Hold 2.
    6-: Hold 1, plus whatever the GM says.
    Become any species from your land or whose essence you've studied, with its natural abilities and weaknesses but your own stats. The GM gives you moves for the form; spend 1 hold to make one. When hold runs out, or you spend it all at once, you return to your natural form.
  • Studied Essence When you spend time contemplating an animal spirit, add its species to the shapes you can take.
    When you spend time contemplating an animal spirit, add its species to the shapes you can take.
  • Land: The Great Forests You're attuned to The Great Forests: you can shapeshift into any animal that might live there.
    You're attuned to The Great Forests: you can shapeshift into any animal that might live there.
  • Communion of Whispers When you spend time in a place, noting its spirits and calling on the spirits of the land, roll +WIS. 10+: You're granted a clear, helpful vision of significance to you, your allies and the spirits around you. 7-9: You're granted a vision, but its meaning is murky.
    6-: The vision is upsetting, frightening or traumatizing (the GM describes it). Take -1 forward.
    When you spend time in a place, noting its spirits and calling on the spirits of the land, roll +WIS. 10+: You're granted a clear, helpful vision of significance to you, your allies and the spirits around you. 7-9: You're granted a vision, but its meaning is murky.
    6-: The vision is upsetting, frightening or traumatizing (the GM describes it). Take -1 forward.
  • Elemental Mastery When you call on the primal spirits of fire, water, earth or air to do a task for you, roll +WIS. 10+: Choose two: 7-9: Choose one:
    • The effect you want happens
    • You avoid paying nature's price
    • You keep control
    6-: Some catastrophe results from your calling.
    When you call on the primal spirits of fire, water, earth or air to do a task for you, roll +WIS. 10+: Choose two: 7-9: Choose one:
    • The effect you want happens
    • You avoid paying nature's price
    • You keep control
    6-: Some catastrophe results from your calling.
  • Balance When you deal damage, take 1 Balance. When you touch someone and channel the spirits of life, spend Balance to heal 1d4 HP each.
    When you deal damage, take 1 Balance. When you touch someone and channel the spirits of life, spend Balance to heal 1d4 HP each.
  • Thing-Talker Spirit Tongue, Shapeshifter and Studied Essence also work on inanimate natural things (plants, rocks) and creatures made of them, as exact copies or mobile, vaguely humanoid shapes.
    Spirit Tongue, Shapeshifter and Studied Essence also work on inanimate natural things (plants, rocks) and creatures made of them, as exact copies or mobile, vaguely humanoid shapes.
  • Doppelgänger's Dance You can study the essence of specific people to take their exact form. Hiding your tell gives -1 ongoing until you return to your own form.
    You can study the essence of specific people to take their exact form. Hiding your tell gives -1 ongoing until you return to your own form.
  • Race: Elf The sap of the elder trees flows in you: the Great Forest always counts as your land, alongside any other.
    The sap of the elder trees flows in you: the Great Forest always counts as your land, alongside any other.

Inventory · 27 items

  • Adventuring Gear ×5
  • Amnisty contract
  • Arrows ×30
  • Bog bloom pouch
  • Coins ×12
  • Cresent hairpin
  • Crossbow
  • Crystal armer amulet
  • Crystal arrows ×10
  • Cultist necklace
  • Cultist robes ×6
  • Cyrstal armour trincket med.
  • Dagger ×2
  • Formal dresses ×2
  • Little light
  • Luna orb
  • Moon bloom
  • Ranira's feathers ×3
  • Roc feathers ×10
  • Sailing gear
  • Salamah outer ring pass
  • Scale armor
  • Selunari tent
  • Spear
  • The lost circle of balance book
  • Tunnel bound lantern
  • Wyrdglow dust ×2