Silvanus (Sihl-VANNN-us) Oak Father
General Information: N
Portfolio: Nature, druids
Realm: Major Spheres: All, Animal, Charm, Elemental, Healing, Plant,
Weather, Sun
Minor Spheres: Divination
Worshipers:
Symbols: An oak leaf or wooden staff.
Colors:
Holy Days:
Sacrifices:
Description: Silvanus looks like a man with very long legs, in his suit of leaf-armor. A giant
wolfhound, is always at his side, this animal will always move to take any
damage directed at Silvanus. If seen, it will always be in the woods or in the
places of druids, and will always act to protect them. When he fights he uses
a large wooden hammer.
Clerical Information:
Clericy Name:
Main Temple Location:
Clericy Description: The priests of Silvanus are druids, with all the abilities noted
on page 35 of the Player's Handbook.
The ceremonial dress for the druids of Silvanus is a suit of armor made of
overlapping leaves. The leaves are made of green-tinted leather and the suit
functions as leather armor. This is worn with green breeches and shirt. The
outfit is topped with a large helm of oak leaf-shaped wings.
When adventuring, druids of Silvanus may wear their ceremonial armor or switch
to something less flamboyant, depending on their mission.
There are many druids who worship different gods in the Realms--Chauntea,
Eldath, Silvanus, and Mielikki. All these groups maintain their own hierarchy
of great druids, grand druids, and arch-druids. Their inter-faith relations are
fairly cordial, and each will defer to the others in their areas of expertiese
(Chauntea for crops, Eldath for pacifics and pools, Mielikki for forests and
rangers, and Silvanus for nature in general and druids). Conflicts between the
faiths are settles through negotiation, or failing that, ritual or personal
combat.
Requirements: Wisdom 12, Charisma 15 ; Human, Half-Elven, Elven
Weapons Allowed: Club, sickle, dart, spear, dagger scimitar, sling, staff, wooden hammer
(treat as footmans mace)
Armor Allowed: Only natural armors-leather armor and wooden shields, including those
with magical endowments.
Magical Items Allowed: All those allowed to priests except for those that are written
(books and scrolls) and armor and weapons not normally allowed for druids.
Clerical Extras:
Makes most saving throws as a priest but gains a bonus of +2 to all saving
throws vs.fire or electrical attacks.
Speaks a secret druidical language in addition to any other tongues they know,
this is at no cost of proficiency slots. The vocabulary of this druidic language
is limited to dealing with nature and natural events.
At 3rd level, he can identify plants, animals, and pure water with perfect
accuracy.
Also at 3rd level, he can pass through overgrown areas without leaving a trail
and at his normal movement rate.
He can learn the languages of woodland creatures. This is in additon to his
normal nonweapon proficencies. This starts at 3rd level and add one for every
second level he adds past that.
He is immune to Charm spells cast by woodland creatures (dryads, nixies, etc.)
after he reaches 7th level.
At 7th level, he gains the ability to shapechange into a reptile, bird, or
mammal up to 3 times per day. Each animal form can be used only once per day,
and must be a normal animal in its normal proportions and characteristics. Upon
assuming a new form, the druid heals 10 to 60 percent of all damage he has
suffered. The druids clothing and any single item in each hand transforms with
him, but is not available until he returns to human form.
Clerical Limitations:
Druids of Silvanus cannot turn undead.
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