First time player - trying to avoid an 'annoying' build
Hello! A friend is DM'ing a campaign and asked me to join! I have never played a TTRPG before, but I have put over 600 hours into BG3 so I have a decent idea of the basic mechanics. I based my character on some themes from BG I thought could be cool to explore, along with some of the 5e things I thought were interesting. I really don't want my character to be annoying and the DM is a very close friend so I don't want to piss them off or get uninvited next campaign lol. Open to any and all positive or critical feedback!! (also my DM did ask for a detailed backstory, and this was about the length he wanted)
My character is a Wood-Elf Circle of Stars Druid (we're starting at level 3), who's a Selesnya Initiate. Bob will act as her familiar, he's mostly there for roleplaying purposes and bc I love rabbits (rabbit was DM approved).
Character was born into a Selesnya Grove hidden deep in the forest. Her ancestors were all wayfinders for the Grove, relying on their innate skills in astronomy to guide the traversal of the grove over the centuries.
Spending many nights in the woods staring at the constellations with her parents, character feels an intense connection to all animals of the night. The scientific-nature of astronomy learned from her parents has caused internal conflict with the unquestioning earth-grounded religious zealously of the Grove. Although her nature-driven spiritually guides her, she often finds herself torn between the immediate earth and the faraway stars.
The Grove is constantly growing increasingly suspicious and paranoid of the outside world, and is planning to conduct a ritual involving their most sacred plant, which would cause indestructible vines to enclave the Grove, permanently isolating and ‘protecting’ the Grove from the outside worlds. At this point in her Elven-life, character is faced with making the decision of whether to never leave her home or run away and have to begin again.
The grove takes in and rehabilitates all wounded animals they come across and expects strict loyalty in return. An injured rabbit, Bob, is taken in. What the guild does not know is that Bob is an extremely tricky and sneaky rabbit, whose skills in sneaking and deception have been developed over many years. As a result of his thievery and addict-nature, Bob was outcasted by his den.
Bob accepts the kindness and nurturing of the grove, but once he realizes that his rehabilitation is being exchanged for his loyalty and servitude to the grove, he plots to escape the grove. Unable to resist the highly-hallucinogenic allure of the most sacred plant of the grove, Bob attempts to steal the plant during his escape. He is caught by the chief druid and ordered to be sacrificed for his disloyalty.
Arabella, lacking context and naive and righteous to a fault, is horrified by the decision to sacrifice this adorable, innocent, little white rabbit (especially as a self-decided protector of animals of the night). The night of his execution, Arabella rescues the rabbit in the middle of the night and leaves the grove with him, knowing that she can never return to her family or home again. As a traitor, she is now an enemy of the grove in which she was born and raised.
FLAWS: Coming from a nature-centric religious cult she was very sheltered and her spirituality was intense but limited to the guild, so she has a hard time understanding the ways of the outside world. She is also a bit evangelical in trying to get others to live in harmony w nature.
BONDS: Fiercely protective (even to her own detriment) of animals/insects associated with the night (especially rabbits) Rabbits, Moths, Owls, Ravens, Toads, Bears, Owlbears, Spiders, Possums, Skunks, etc.