Shocker Posted January 12 Clone Share Posted January 12 (edited) CHARACTER THREAD TEMPLATE Tesh'lor Galanodel "being one with nature is harder for the living than the dead" 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 +5 | Perception +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)Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | | RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | Fleet of footyour base walking speed increases to 35 ft| Mask of the wildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. 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) GuidanceDivination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.* | Thorn WhipTransmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S, M (the stem of a plant with thorns) Duration: Instantaneous You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 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 February 9 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted February 10 Clone Share Posted February 10 Everything looks to be there. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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