Danae Hearthstone
RedWoodRaven
- Created
- 1 year, 10 months ago
- Creator
- RedWoodRaven
- Favorites
- 3
Profile
Danae Hearthstone name
She/They PRONOUNS
Early 20's age
Protector Aasimar species
element
BACKGROUND Noble
sign Virgo
height
5'7"
build
alignment Neutral Good
An Aasimar of about 5'7". She has fair skin that's been slightly tanned from time spent out in the sun, with glittering freckles decorating her skin. Her hair is a warm chestnut brown that seems to shimmer in some light and her eyes are opalescent. Some of her more interesting features include the feathers visible on her shoulders and back, along with her arms around her elbows, as well as her feet, which look like they've been covered in brass.
BACKSTORY
Raised in a noble household she was taught to be proper and refined. Being an Aasimar she was held to high standards and her parents expected more out of her than she was willing to give. Even though she was raised to take up the family name and a "noble" profession - being tutored by some notable academics and professors - she preferred to spend her time outside in the woods behind her house. She gained a deep connection with nature and animals, and found that she felt most at home when she was in the wilderness - camping, hunting, and generally rolling around in the leaves and dirt. Despite her clear disdain for the more strict affairs of being the daughter of nobles, her parents nevertheless tried to force Danae into the role of someone of her socioeconomic status, and that unfortunately involved setting her up for an arranged marriage between her and the son of another noble house. This being the last straw for her, she packed up what she could of her personal belonging and left her home and family, striking out to fulfill her adventurous dreams.
CAMPAIGN
After receiving a strange dream Danae heads to the outside of Palace home of Princess Argenta, where she meets up with 3 other adventurers. They all delve into the palace, fight goblins, pet giant ferrets and uncover the mystery of what happened to the palace, and what befell the Princess.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action..
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
You gain the ability to comprehend and verbally communicate with beasts for the duration.
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
- Adventurous
- Animals
- The Wilderness
- Radiant Soul.
- Celestial Resistance.
- Primal Companion (Raven).