Jump to content

Tesh'lor Galanodel, wood elf druid


Shocker

Recommended Posts


CHARACTER THREAD TEMPLATE

 

Tesh'lor Galanodel

"being one with nature is harder for the living than the dead"

image.png.bf1087a464ed4bebc413430d92d5dce4.png

 

 

Druid


Medium humanoid male (Wood Elf), chaotic good


Armor Class 14 (16 with shield)

Hit Points 9 ( 1d6+3 )
Speed 35' ft.


Senses darkvision, passive perception 15.

Languages common, druidic, Elvish, Gnomish

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 12 (+1)
Save +1 
Athletics +1


Dexterity 16 (+3) 
Save +3 
Acrobatics +3 | Sleight of Hand +3 | Stealth +3


Constitution 13 (+1)
Save +1 
No skills associated.


Intelligence 10 (+0)
Save +2 
Arcana 0 | History 0 | Investigation 0 | Nature +2 | Religion +2


Wisdom 16 (+3)
Save +5 
Animal Handling +3 | Insight +3 | Medicine +5Perception +5 | Survival +5


Charisma 8 (-1) 
Save -1 
Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1

 

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Herbalismn Kit, Leatherworker's Tools 
  • Instruments 
  • Weapons Club, Dagger, Dart, Javelin, Loingbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
  • Armors Light, Medium, Shields

DRUID CLASS ABILITIES
Wild Shape (level 2) | Ritual Casting |  | 


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Fleet of foot| Mask of the wild


FEATS

 

WEAPONS


WEAPONS

  • Scimitar +5 to hit for (1d6+3) slashing damage | Finesse
  • unarmed Strike +3 to hit for (2) bludgeoning damage
  • Thorn whip (cantrip) +5 to hit for (1d6+3) piercing damage. | large or smaller creatures are pulled 10 feet closer (range 30ft)

 

SPELLS


SPELL SLOTS 2/2 (1st)

  • Druid - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells prepared: 4

CANTRIPS (Druid)

Guidance* | Thorn Whip 


 

 

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (87.1 lbs.)

  • Weight: 87.1lbs. / 180 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 0 | Gold: 5 | Obsidian: 0 | Platinum: 0

(5 Coins x .02 lbs. = 0.1 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (13 lbs.) Leather Armor - 10 lbs. worn over common clothes
  • Weapons (9 lbs.) Scimitar, wooden Shield 6lb
  • Readied Items (0 lbs.) 

EQUIPMENT STORED (65 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (40 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Herbalism Kit - 3 lbs | (10) Rations - 20 lbs| tinder box- 1 lbs. | (10) torches - 10 lbs |
  • Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | Hempen Rope (50ft) - 10 lbs. | Bedroll & Blanket - 10 lbs. |

EQUIPMENT NOT CARRIED (--)

  • At Home a scroll case full of notes from your studies and prayers

 

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

APPEARANCE


Age 168 | Height 6' | Weight 160 lbs. | Hair black| Eyes deep green | Complexion fair


To say Tesh'lor Galanodel, was a model of elvish grace and beauty, would be an untruth. Sure he had the normal gait and fair skin of his kind, the black hair falling in loose waves onto his shoulders. But his bright green eyes looked at the world with an intense curiosity that was unsettling. His tall 6 foot frame, was slim and rather clumsy looking, still not as clumsy as a human.

On his travels he wore a leather armor, decorated with leave shapes, over rather common clothes. He bore the sharp scimitar he had grown used to as well as a circular wooden shield.

 

BACKGROUND


Hermit
Source PHB


  • Personality Traits: I’m oblivious to etiquette and social expectations. I am utterly serene, even in the face of disaster.
  • Ideals: Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
  • Bonds: Should my discovery come to light, it could bring ruin to the world
  • Flaws: I like keeping secrets and won’t share them with anyone.

Background Feature: In your time away from society you came across an incredible discovery. You can work with your DM to decide what this is and how it relates to your campaign.


Among the Tesh'lor's tribe it was common to send those foretold by the stars to be destined for the responsibility of a druid to be sent to live by themselves in the wilderness as soon as they reached adolescence. To achieve their greater atonement with nature and all things living. Many of those sent out are never heard again from, but some like Tesh'lor grow to like it. He liked it so much in fact that he preferred the company of the of weasel and rabbit over that of the company of his tribe. So once the prescribed period of three years was over and he was to begin his formal education in the art, he couldn't stand living within the settlement and returned every night into the Forrest, sleeping under fallen leaves.

 

As his education increases Tesh'Lor feels one night a shifting in the earth, none of his teachers can explain it. But it comes out of the direction of Silver lake. Driven by curiosity he decides to have a closer look, even if he will need to approach a human settlement for it.

@bwatford It's ready on the last minute, but still would like to submit for review

 

 

Edited by Shocker (see edit history)
Link to comment
Share on other sites

  • 4 weeks later...
×
×
  • Create New...