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Vordra Earthenforge


VennDygrem

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Vordra Earthenforge
Guardian of Life and Death

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"Have you tried ale conditioned in mushroom casks? It's divine!

Here, let me pour some for you... Whoops, not that one - that's a deadly toxin! Silly me..."

Druid / Ranger 4

Medium humanoid female (Shield Dwarf), Neutral Good


Armor Class 18

Hit Points 48 (4d10 + 20)
Speed 25 ft.


Senses Darkvision 60 ft. 

Passive Perception 22 | Passive Insight 17 | Passive Investigation 14

Languages Common, Dwarvish, Druidic, Giant, Deep Speech*, Goblin**, Sylvan**

* Favored Enemy (aberrations); **Canny
 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +1


Dexterity 18 (+4) 
Save +6
Stealth +6


Constitution 18 (+4)
Save +6


Intelligence 18 (+4)
Save +4
History +6 | Nature +8**


Wisdom 20 (+5)
Save +7
Insight +7Medicine +7Perception +7*  | Survival +9**


Charisma 17 (+3) 
Save +3

*Advantage while wielding Sentinel Shield; **Expertise/Canny
 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Brewer's Supplies, Cook's Utensils, Herbalism Kit
  • Instruments 
  • Weapons Simple weapons, Martial weapons
  • Armors Light Armor, Medium Armor, Shields

DRUID (CIRCLE OF SPORES)
DruidicYou know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. | Spellcasting (See Below) | Additional Druid SpellsLevel Additional Spells
1st Protection from evil and good
2nd Augury (ritual), Continual flame, Enlarge/reduce
3rd Aura of vitality, Elemental weapon, Revivify
4th Divination (ritual), Fire shield
5th Cone of cold
6th Flesh to stone
7th Symbol
8th Incendiary cloud
| Wild ShapeAs an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

[4th] Max CR 1/2 (no flying speed)
| Circle SpellsYour symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Level Spells
2nd chill touch
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion
| Halo of SporesYou are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.

When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC.

The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
| Symbiotic EntityYou gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

* When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
* Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
 | Cantrip VersatilityWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.


RANGER (SWARMKEEPER)
Deft Explorer1st-level ranger feature, which replaces the Natural Explorer feature
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
| Favored EnemyChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. [aberrations]
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
 | Fighting Style (Dueling)When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Gathered SwarmA swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. [Sporeling]

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack’s target takes 1d6 piercing damage from the swarm.
* The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.
 | Swarmkeeper MagicYou learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Swarmkeeper Spells
Level Spells
3rd faerie fire, mage hand
5th web
9th gaseous form
13th arcane eye
17th insect plague
 | Additional Ranger SpellsLevel Additional Spells
1st Entangle, Searing smite
2nd Aid, Enhance ability, Gust of wind, Magic weapon,
3rd Elemental weapon, Meld into stone, Revivify,
4th Dominate beast
5th Greater restoration
 | Spellcasting FocusYou can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. | Primeval AwarenessBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. | Martial VersatilityWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.


RACIAL TRAITS
DarkvisionAccustomed to life underground, 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. | Dwarven ResilienceYou have advantage on saves against poison and resistance against poison damage. | Bonus FeatDwarven Combat Training traded for feat due to redundant proficiencies from Ranger class. | Tool ProficiencyGain proficiency with brewer's supplies. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. |  Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.


FEATS
AlertLevel 1 (Bonus)

Always on the lookout for danger, you gain the following benefits:

* You gain a +5 bonus to initiative.
* You can't be surprised while you are conscious.
* Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
| Resilient (Con)Level 1 (Bonus - Weapon proficiency redundancy)

Increase the chosen ability score (Constitution) by 1 and you gain proficiency in saving throws using the chosen ability.
 | Skill ExpertLevel 4 (ASI/Feat)

You have honed your proficiency with particular skills, granting you the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20. (Intelligence)
* You gain proficiency in one skill of your choice. (Insight)
* Choose one skill in which you have proficiency. (Nature)
You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

 
WEAPONS

WEAPONS

  • Quarterstaff: Melee | +3 att. | 1d6+3 bludgeoning | Versatile: d8
    • Quarterstaff (Shillelagh): Melee | +7 att. | 1d8+7 bludgeoning
  • Scimitar: Melee | +6 att. | 1d6+6 slashing | Finesse, Light
  • Longbow: Ranged | +6 att. | 1d8+4 piercing | AmmunitionHeavy, (Range 150/600), Two-Handed
 
SPELLS

SPELL SLOTS

  • Druid - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared:
    • Slots: 4/4 (1st), 3/3 (2nd)
  • Ranger - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known:
    • Slots: 3/3 (1st)

CANTRIPS

  • DRUID: Druidcraft, Mending, Shillelagh, Chill Touch
  • RANGER: Mage Hand

FIRST LEVEL

  • DRUID: Create/Destroy Water, Cure Wounds, Entangle (C), Faerie Fire (C), Goodberry, Healing Word
  • RANGER: Hunter's Mark, Detect Magic* (C), Detect Poison and Disease* (C), Faerie Fire (C)

SECOND LEVEL

  • DRUID: Blindness/Deafness, Gentle Repose*, Lesser Restoration, Pass Without Trace (C), Spike Growth (C)
(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell / * Can be cast as a Ritual / Bonus Spell
 
EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (106.6 lbs.)

  • Weight: 106.6 lbs. / 180 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (2.6 lbs.)

Copper: 5 | Silver: 25 | Gold: 100 | Platinum: 0 | Gems: 10 gp Hematite

(130 Coins x .02 lbs. = 2.6 lbs. Total Weight)


EQUIPMENT Worn/Wielded (34 lbs.)

  • Armor (19 lbs.)   Studded Leather Armor, Sentinel Shield*
  • Weapons (9 lbs.)   Staff of Adornment, Scimitar, Longbow
  • Worn/Readied Items (6 lbs.) Quiver of arrows (20), set of traveler’s clothes, Heward's Handy Spice Pouch, Necklace of Adaptation

EQUIPMENT STORED (70 lbs.)

  • In Backpack (70 lbs.)
    • Background gear:
      • Brewer's Supplies - 9 lbs. 
      • A maker’s mark chisel used to mark your handiwork
    • Explorer’s pack - 58 lbs.
      • Backpack
      • Bedroll
      • Mess kit
      • 10 torches
      • 10 days of rations
      • A waterskin
      • 50 feet of hempen rope
    • Herbalism Kit - 3 lbs.

Starting Equipment sold at game startDruid gear: wooden shield (5 gp), Leather armor (10 gp), an explorer’s pack (10 gp)

Ranger gear: scale mail (50 gp), two shortswords (2x 10gp)

Dungeoneer's pack: Tinderbox (5 sp)

All items sold at 1/2 market value

* Denotes magic item (see below)

 TRINKETS
  • (16) An old divination card bearing your likeness - When Vordra first returned to her clan after discovering the circle of druids who had welcomed her in, she felt secure among their number but had doubts as to the direction she should follow in her life. Was her greater duty to her clan, or to the lands her people call home? She sought out a seer for guidance, who performed a fortunetelling ritual. The results were mystifying, however, as the card drawn signifying her future came out displaying an uncanny resemblance to Vordra herself. The cards were not marked by illusion, and had passed through the seer's family for generations. Vordra took the card, unsure what to make of its significance or meaning.
  • (37H) A wolf’s head wrought in silver that is also a whistle - Vordra was always a curious child, and would wander the caverns and tunnels near her clan's home at nearly every opporunity. While her parents felt she was paying tribute to Dumathoin by exploring the underground tunnels, they feared for the young girl's safety. Vordra's father gifted her with a whistle of silver, an item he collected when he was a bit younger and fancied himself an adventurer. He wouldn't provide details on where he got it, or from whom, but it was clear that it meant a lot to him. Vordra has kept it safe ever since, wearing it on a loose, fine chain around her neck.

 

MAGIC ITEMS

NON-ATTUNED

Staff of Adornment (C)If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

XGtE 139
Heward’s Handy Spice Pouch (C)This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

XGtE 137
 | Sentinel Shield (U)While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

DMG


ATTUNED (1/3)

Necklace of Adaptation (U)While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

 

APPEARANCE

Age 115 Height 4' 2" | Weight 145 lbs. | Hair Amber-brown, streaks of grey | Eyes Mossy Green | Complexion Fair


Vordra is fairly average in height for a dwarven woman, though with a somewhat slimmer build owing to the fact that she doesn't participate in especially hard labor. Unlike some dwarven women, Vordra does not sport a beard as it would get in the way of the more delicate work she does. Her amber-brown hair, streaked with grey wisps, is kept relatively short at a length growing no farther than her shoulders. Her pale, mossy green eyes show a wisdom beyond her years, carrying the burden of patience and observation, and they might be described as piercing if not for her mild-mannered demeanor. 

Dressing in simple traveling robes of dark green and grey, and covered by a light tan cloak, Vordra eschews material complexity. Although geometric designs and embellishments are common among dwarves, Vordra dresses plainly with little in the way of jewelry, save for a magical necklace intended to protect her from poisonous spore clouds, as well as a silver whistle masquerading in the form of a wolf's head.

 

BACKGROUND

Clan Brewer/Apothecary (Clan Crafter)
Source Sword Coast Adventurer's Guide


  • Personality Traits 
    • I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
    • I’m full of witty aphorisms and have a proverb for every occasion.
  • Ideals
    • Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
  • Bonds
    • I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
  • Flaws
    • While I have the greater good at heart, I view people as largely interchangeable in the grand scheme of things. Consequently, I am extraordinarily bad with names.

Background Feature: Respect of the Stout FolkAs well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.


BACKSTORY

Growing up, Vordra was an odd child. Though she respected the clan's traditions, she frequently strayed from typical dwarven hobbies in favor of studying the mushrooms growing in the caves of her mountain home. She would wander, finding peace among the moss and lichen growing on rocks, as well as the tiny creatures often overlooked which function to create a harmonious ecosystem. While exploring the underground tunnels, venturing farther from her home on each journey, one day the young dwarf drew the attention of a circle of cavern-dwelling druids who welcomed her into their fold, teaching her to commune with nature in a way that even surface-dwelling druids tended to leave unnoticed. Over the years, she traveled between two worlds, spending much of her time with the druids and venturing home on occasion. As she grew older, she turned her peculiar passions toward more community-minded activities at the behest of clan leadership, namely medicine and brewing. When she wasn't working under the clan's apothecary, she made a fine reputation as a brewer, using her particular knowledge to harvest the best honey for mead, experiment with different fungi for fermentation, etc. Despite maintaining a relationship with her clan, Vordra never gave up on her primary duties to the circle.

Over time, a threat emerged which posed a risk to both the dwarves of Highhome and the druids living on the fringes of dwarven society. Stoneblood threatened not just her kin, but the very natural order which keeps the world in balance. Though not new, the ailment was thought incurable... until now. Far, far away in the Outlands, a cure was said to exist. The opportunity to not only save her people, but to also study new brewing techniques and encounter new fungal colonies was too good to pass up!

Edited by VennDygrem (see edit history)
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Dice and other notes.

 

Winning set: 17,15,18,17,17,11

 

Despite the name, I'm currently not thinking of monk. It's just a family name! 😄


Currently thinking: Druid/Ranger or Druid/Fighter

Edited by VennDygrem (see edit history)
Name
Set 1
17,15,18,17,17,11
repeat(drop(reroll(4d6,2,below),lowest,1),6) 2,5,6,5,6,1,1,4,1,2,5,5,1,5,3,1,6,6,6,5,6,4,6,1,2,2,6,6,3,5,3,1,1,3,4,2,4
Set 2
11,12,17,14,14,16
repeat(drop(reroll(4d6,2,below),lowest,1),6) 3,4,2,4,3,3,3,1,6,3,1,6,1,4,1,6,2,5,3,4,6,4,3,6,4,4,6,5,1,5,2,1,5
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