Proficiencies
- Armor: nonmetal light & medium armor, nonmetal shields.
- Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: herbalism kit, woodcarvers tools.
- Languages: Common, Sylvan, Loxodon, Druidic.
Equine Build
- Carry Capacity: 540 lbs.
- Push, Drag, Pull: 1080 lbs.
- Climbing costs quadruple rather than double movement.
Background Feature:
Conclave's Shelter: As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave ill shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed spells.
Selesnya Guild Spells:
- Cantrip: druidcraft, friends
- 1st: aid, animal friendship, charm person
- 2nd: animal messenger, calm emotions, warding bond
- 3rd: plant growth, speak with plants
- 4th: aura of life, conjure minor elementals
- 5th: awaken, commune with nature
Physical Description:
Age: 21. Height: 6' 6". Weight: 960 lbs. Eyes: Emerald Green. Skin: Swarthy. Hair: Blood Bay.
Evangel (special role):
Evangels extend their hands to potential converts and welcome new initiates into the life of the Selesnya Conclave. They include fervent preachers who speak the will of the Worldsoul in the promenades and marketplaces, humble missionaries who serve among the poor in the darkest districts of the city, and even centaur warriors who evangelize in Gruul territories where words of war speak louder than prayers of peace. When you become an evangel, you gain one additional contact from a guild other than the Selesnya Conclave, which can be someone you have met in your adventures or chosen from the Non-Selesnya Contacts table earlier in this section. In your new role, you belong to a vernadi and can expect help and support from that community, but you spend your time away from it, operating with a great deal of independence. When you return to your vernadi, you teach and train new initiates.
Features & Traits