Derwyrdd is a first-level Elementalist with a focus on plantlife who uses both Spheres of Power and Spheres of Might. A guide for playing Derwyrdd is below.
Derwyrdd
Medium humanoid (elf), chaotic neutral
Elementalist 1; Hermit
Armor Class 15
Hit Points 9 (1d8+1)
Speed 35 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
08 (-1) | 16 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 15 (+2) |
Saving Throws Dex +5, Cha +4; advantage vs Charmed
Immunity Sleep (magical)
Skills Acrobatics +5, Medicine +4, Nature +2, Perception +4, Religion +2
Tools Alchemist’s tools, herbalism kit
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 1/2
Casting Tradition Fey Magic (Emotional Casting, Somatic Casting (2), Wild Magic; Easy Focus, Overcharge)
Sphere DC 12; Spell Points 3
Destruction sphere. – Talents (blast shape) Shaped; (blast type) Bramble Blast, Poison Blast
Nature Sphere. – Packages plant; Talents (geomancy) Create Nature
Martial Tradition Witch
Sphere DC 12
Alchemy sphere. – Talents (formulae) Salve
- formulae, (30 ft.), 3 formulae
- Salve; Restore 1 Hit Die + 2 hit points.
Beastmastery sphere. – Packages tame; Talents none
- tame, CR 0 beast
Equipment sphere. – Talents (discipline) Bombardier Training, (other) Unarmored Training
- Bombardier Training; Treat alchemical weapons (acid flasks, alchemist’s fire, etc.) as simple weapons.
- Unarmored Training; AC = 10 + Dex mod (+3) + Cha mod (+2)
Elf Weapon Training. Derwyrdd has proficiency with the longsword, shortsword, shortbow, and longbow.
Mask of the Wild. Can attempt to hide even when Derwyrdd is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Magic. 10% chance to trigger wild magic whenever Derwyrdd spends a spell point.
Actions
Destructive Blast. (0 sp) – 1d8 damage, Instantaneous.
- Blast Shapes
- Sculpt (0 sp) 5-ft. radius. Dex negates.
- Sculpt (1 sp) 30-ft. cone. Dex half.
- Sculpt (1 sp) 120-ft. line. Dex half.
- Blast Types
- Bramble (0 sp) piercing (Rider: Dex save vs grappled)
- Poison (0 sp) poison (Rider: Poisoned until start of next turn; Con save can remove)
Geomancy. (0 sp) – 30 ft., Instantaneous or Concentration (1 minute w/ +1 sp)
- Create Nature (1 sp); Instantaneous. create one Large-sized tree or field of plants in 10-ft. square
- Entangle (0 sp; requires plants); Concentration. 10-ft. square of difficult terrain. Str save vs restrained.
- Harvest (1 sp; requires plants); Instantaneous. 1 plant produces enough food to feed 1 Large-sized creature or 3 Medium-sized creatures for a day.
- Pummel (0 sp; requires tree); Concentration. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d12)
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d6+3)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+3)
Use an item. (Salves, etc.)
Equipment. A shortsword, a shortbow (and 20 arrows), an explorer’s pack, dagger, a scroll case stuffed full of notes from studies and prayer, a winter blanket, a common set of clothes, an herbalism kit, and 5 gp.
How To Play
Derwyrdd is an offense-oriented character with several options at his disposal, but he gets more powerful if you can play him smartly and figure out your enemy's weaknesses.
At the start of a battle, try to figure out whether your target is weakest in Strength, Dexterity, or Constitution. Derwyrdd can use Geomancy: Entangle to restrain foes (opposed by Str), Destruction: Bramble (blast type) to grapple foes (opposed by Dex), or Destruction: Poison (Con saves can remove) to inflict disadvantage on attack rolls and ability checks. Targeting the thing foes are least likely to successfully save against will make Derwyrdd generally more successful, especially in the first round or two of battles.
However, he doesn't have very many spell points at this level, so try to use existing nature effects for his Create Nature power whenever you use that, and try to spend just one spell point per battle as an opener before attacking with your shortsword or shortbow as the situation requires.
Derwyrdd has the Alchemy sphere and he can use Salves to heal himself or others. Try to keep as many Salves prepared as possible.
At higher levels, raise your Dexterity, then your Charisma, if you find yourself relying more on physical attacks. Raise them the other way around if you prefer to focus on magic. Note that both ability scores contribute to your AC, so your defense will go up either way.
Spheres of Power by Drop Dead Studios | ||||
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Using Spheres of Power | ||||
Classes | ||||
Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
Spheres | ||||
Alteration | Conjuration | Creation | Dark | Death |
Destruction | Divination | Enhancement | Fate | Illusion |
Life | Light | Mind | Nature | Protection |
Telekinesis | Time | Universal | Warp | Weather |
Other Rules | ||||
Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
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