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Uthemar Rothenel "Roth" - Half-elf Druid


JubalBreakbottle

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Uthemar Rothenel "Roth"
 
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Gender: Male
Race: Half-elf
Alignment: Neutral Good
 
Class: Druid 1
Background: Folk Hero

Passive Perception: 15
Passive Investigation: 10
Passive Insight: 13

 

Hit Points: 10
Hit Dice: 1d8
AC: 16 (Leather +3 Dex +Shield)
Initiative: +3
Size: Medium
Speed: 30 feet

 

"Why yes, this is druidic symbol."

 

ABILITIES & SKILLS

Proficiency Bonus: +2

STR DEX CON INT WIS CHA

10

(+0)

16

(+3)

14

(+2)

10

(+0)

16

(+3)

10

(+0)

Save +0 Save +3 Save +2 Save +2 Save +5 Save +0
Athletics +2

Acrobatics +3

Sleight of Hand +3

Stealth +5

 

Arcana +0

History +0

Investigation +0

Nature +2

Religion +0

Animal Handling +5

Insight +3

Medicine +5

Perception +5

Survival +5

 

Deception +0

Intimidation +0

Performance +0

Persuasion +0

Bold denotes proficiency.
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES BACKGROUND & CLASS ABILITIES RACIAL TRAITS

Light & Medium armors

Shields

clubs, daggers, darts, javelins, maces,

quarterstaffs, scimitars, sickles, slings, spears

Herbalism kit

Leatherworker's tools

Vehicles (land)

 

 

Common
Elvish
Sylvan
Druidic

Background: Folk HeroSkill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan's tools, vehicles (land), (Leatherworker's tools)

Equipment: (Leatherworker's tools), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Hit PointsHit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Druid ProficienciesArmor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. (Nature & Medicine)

Starting EquipmentYou start with the following items, plus anything provided by your background.

* (a) a wooden shield or (b) any simple weapon
* (a) a scimitar or (b) any simple melee weapon
* Leather armor, an explorer's pack, and a druidic focus

* Wooden Shield
* Darts (10)
* Leather armor
* Explorer's pack
* Druidic focus (staff)

SpellcastingAs a conduit for divine power, you can cast cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Spell Slots
The Druid table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a druid spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.

Half-Elf

Ability Score IncreaseYour Wisdom score increases by 2, Dexterity +1, and Constitution +1

AgeHalf-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size: MediumHalf-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed: 30 ft. 30 ft.

DarkvisionThanks to your elf blood, 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.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill VersatilityYou gain proficiency in two skills of your choice. (Athletics & Stealth)

Keen SensesYou have proficiency in the Perception skill.

LanguagesYou can speak, read, and write Common, Elvish, and one extra language of your choice. (Sylvan)

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Staff (druid focus & Shillelagh) +5 1d8+3 Bludgeoning Magic
Darts +5 1d4+3 Piercing Finesse, Thrown (20/60)
Frostbite Con DC 13 1d6 Cold Range (60), Next weapon attack has Disadvantage
       
       
       

 

spacer.pngSPELLS


Spell Slots: 2/2 (1st)

Spell Save DC: 13 Spell Attack Mod: +5 Spells Prepared: 4

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Frostbite VSSource: XGE, page 156

Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shillelagh VSMSource: PHB

Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

 

 

Faerie Fire V (C)Source: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Classes: Artificer, Bard, Druid

Healing Word V (B)Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Classes: Bard, Cleric, Druid

Speak with Animals VS (R)Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Classes: Bard, Druid, Ranger

Thunderwave VSSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Classes: Bard, Druid, Sorcerer, Wizard

 

 

 

(D) Denotes a domain spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: 9 Electrum:Gold: 4 Platinum: 0

(13 Coins * .02 lbs. = 0.38 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 99.88 lbs. / 150 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (24.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (14 lbs.) WEAPONS (6.5 lbs.) READIED ITEMS (4 lbs.)

Leather armor - 10 lbs.

Traveler's Clothes - 4 lbs.

Druid focus (staff) - 4 lbs.

Darts (10) - 2.5 lbs.

Pouch - 1 lbs.

Tinderbox - 1 lbs.

2 x Holy water - 2 lbs.

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (75 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (42 lbs.) STRAPPED TO BACKPACK (33 lbs.)

Backpack - 5 lbs.

Mess kit - 1 lb.
(5) Rations - 10 lbs.

Prayer book - 5 lbs.

Candles (10) -

Incense (4 blocks) -

3 x Pouches - 3 lbs

Leatherworker's tools - 5 lbs

Iron pot - 10 lbs

Common clothes - 3 lbs

Rope, hempen (50 ft) - 10 lbs.

Bedroll - 7 lbs.

2 x Blankets - 6 lbs.

Waterskin - 5 lbs.

Shovel - 5 lbs.

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (3 lbs.)
 

 

 

CHARACTER OVERVIEW


Appearance
Age: 20 Height: 5' 11" Weight: 166 lbs.
Hair: Burnt orange Eyes: Golden Complexion: Tanned

This man stands a little less than six feet tall with a lean build.  Elven ears peek out from shoulder length hair of burnt orange.  He obviously covers his youthful face with a full beard, but the wisdom shines through his inhuman, golden eyes.  He wears bespoke leathers, a deep hooded, green woolen cloak covering a backpack, and a brace of throwing daggers on his weapons’ belt.  He carries a carved quarterstaff.

 

 

spacer.pngBACKGROUND

Player's Handbook: Folk Hero


Personality Traits: Uthemar judges people by their actions, not their words.  He has a strong sense of fair play and always tries to find the most equitable solution to arguments.

 

Ideals: Destiny. Nothing and no one can steer him away from his higher calling.

 

Bonds: Uthemar protects those who cannot protect themselves.

 

Flaws: Secretly, he believes that things would be better if he was a tyrant lording over the land.

 

Background Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

 

Personality

Roth is well known at the Keep as wise beyond his years. He had two strong role-models who taught him the value of hard careful work, the importance of fairness for a harmonious community, and how to hear the rhythm of the natural order. His father trained him in the tenets of the druidic order which protects those of the forests who cannot protect themselves, such that druids are effectively the shepherds of the community. However, Roth secretly believes that the druids should rule the land, because the existing ruling class continue to demonstrate how selfish they truly are.

Roth emulates his father by well-controlling his emotions: calm in the face of danger, sorrowful during times of grief, and joyful in celebrations. Among others, he actively listens and judges people by their actions, not their words. Roth measures his own words and expects to be heard.

 

 

Backstory

Uthemar Rothenel, who is known in the Keep as Roth, was born twenty years ago in a small cabin in the border woods of the Fellgrim Forest about three miles east of Kendall Keep. His human mother earned coin crafting leather goods for the Keep but preferred to live in the forest an hour walk away. Morgane Tanner is well known at the Keep for her leatherworking and sheltering behind the walls during unfortunately too frequent sieges. Roth inherited his burnt orange hair, elven ears, and inhuman golden eyes from his Wood Elf father and druid, Tharivol Rothenel. Roth grew up in and out of the Keep over the past two decades helping his mother carrying and working leather. However, his focus shifted on his thirteenth birthday when his father returned from abroad to make him his apprentice.

Over the past half dozen years, Roth has served the community learning from his father and developing a strong reputation among the locals and frequent visitors to the Keep. Last month, his parents shuttered the cabin and departed to his father's homeland. After they left, Roth found a crude map in his gear with a curious mark of Q. He took it to the Keep looking for some companions to investigate.

 

 

 

Edited by JubalBreakbottle (see edit history)
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"Roth" Uthemar Rothenel - Half-elf Druidspacer.png


AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1


 

Post goes here.

"Speech"

thoughts in italics

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: 
Bonus Action: 
Move: 
Manipulate: 

     

 

 

Edited by JubalBreakbottle (see edit history)
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