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Ingyrd Moondancer - Bearfolk (Purifier) Druid


foxtrot636

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qkZO0rL.png
Art Credit: Malena DnD
"Loss? I know of loss, young one. It tears a hole in your heart that you know in your bones will never heal. But when the right person or cause comes along... Sometimes, miraculously, healing may begin without you even knowing it. You might wake up one day and realize you once again have the capacity to love. And it is more glorious than you can ever imagine."
 
Ingyrd Moondancer
Protector of the Forest
Link to MW Character Sheet


Gender: Female
Race: Bearfolk (Purifier)

Alignment: Chaotic Good
Class: Druid 1
Background: Outlander

Passive Perception: 15
Passive Investigation: 11
Passive Insight: 15

HP: 10
Hit Dice: 1d8

AC: 12/14
Initiative: -1

Size: Medium
Speed: 30 feet








 
 
skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
16
(+3)
DEX
8
(-1)
CON
14
(+2)
INT
12
(+1)
WIS
16
(+3)
CHA
8
(-1)
+3 Saves
-1 Saves
+2 Saves
+3 Saves
+5 Saves
-1 Saves
+5 Athletics



 
-1 Acrobatics
-1 Sleight of Hand
-1 Stealth

 
  +1 Arcana
+1 History
+1 Investigation
+3 Nature
+1 Religion
+5 Animal Handling
+5 Insight
+1 Medicine
+5 Perception
+5 Survival
-1 Deception
-1 Intimidation
-1 Performance
-1 Persuasion

 

 

Proficiencies Languages Class Abilities Race & Feats

Light Armor
Medium Armor
Herbalism Kit
Viol
 

 

Common
Elvish
Druidic
Northern

 

Druidicou 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.
SpellcastingDrawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two 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.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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 druid 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 also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid 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 druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13)= 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

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.

 



 

Bite (Race)Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor (Race)Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.
Powerful Build (Race)You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift (Race)You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will (Race)When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Wanderer (BG)You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

8437-200.png Attacks
Ability To Hit (or DC) Damage/Healing Type/(Range)
Bite
Spear
Quarterstaff
Thorn Whip
+5
+5
+5
+5
1d6+3
1d6/1d8+3
1d6/1d8+3
1d6
Piercing
Piercing (20/60)
Bludgeoning
Piercing (30)
 
spellbook-book-magic-myth-128.png Spellcasting
Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4            (*Prepared)
 
Cantrips 1st, Slots: 2 2nd 3rd

Druidcraft
Mold earth
Thorn Whip

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Absorb Elements (Reaction, Self, 1 Round, S)
Animal Friendship (Action, 30 ft., 24 Hours, VSM)
Beast Bond C (Action, Touch, 1 Min, VSM)
*Charm Person (Action, 30 ft., 1 Hour, VS)
Create or Destroy Water (Action, 30 ft., Instant, VSM)
Cure Wounds (Action, Touch, Instant, VS)
*Detect Magic RC (Action, Self, 10 Min, VS)
Detect Poison and Disease C (Action, Self, 10 Min, VSM)
Earth Tremor (Action, Self (10 ft R), Instant, VS)
*Entangle C (Action, 90 ft., 1 Min, VS)
Faerie Fire C (Action, 60 ft., 1 Min, V)
Fog Cloud C (Action, 120 ft., 1 Hour, VS)
Goodberry (Action, Touch, Instant, VSM)
*Healing Word (Bonus Action, 60 ft., Instant, V)
Ice Knife (Action, 60ft., Instant, SM)
Jump (Action, Touch, 1 Min, VSM)
Longstrider (Action, Touch, 1 Hour, VSM)
Protection from Evil and Good C (Action, Touch, 10 Min, VSM)
Purify Food and Drink R (1 Action, 10 ft., Instant, VS)
Snare (1 Min, Touch, Variable, VSM)
Speak with Animals R (Action, Self, 10 Min, VS)
Thunderwave (Action, Self (15 ft C), Instant, VS)
   
 
money-dollar-circle-512.png Money
 


Copper: 0 Silver: 2 Gold: 16 Platinum: 0
18 Coins * .02 lbs. = 0.36 lbs. Total Weight

Show Money Tracking

 

Starting Gold: 10 GP

_________________________________

SOLD: 
+ 10 gp <--Leather Armor  (DM stipulated full value @ character creation)
+ 5 gp <--Hunting Trap (DM stipulated full value @ character creation)

_________________________________

BOUGHT: 
- 5 gp <-- Hearbalism Kit
- 1 sp <-- Chalk

- 5 sp <-- Room and Board, Cage Tavern and Inn

- 2 sp <-- Food for Jandar.

- 3 gp <-- Paid to Estriel to guide them.

_________________________________

EARNED: Nothing Yet

_________________________________

CURRENT TOTAL: 16.2

 

mass encumberance spacer.pngEncumbrance
 

Weight: 76.36 lbs. / 480 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (18.36 lbs.)
 
Armor (10 lbs.) Weapons (7 lbs.) Readied Items (1.36 lbs.)
Travelers Clothes - (4 lbs.)
Giant Python Fang Necklace - (0 lbs.)
Ash Shield (6 lbs.)
 

Oak Staff (4 lbs.)Druidic Focus, can be used as a Quarterstaff
Spear (3 lbs.)
 

 

Pouch: (1 lb.)
- Chalk x 10 (0 lb.)
- Money (0.36 lb.)

 

 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (58/0 lbs.)
 
In Backpack (40.0 lbs.) Strapped To Backpack (18.0 lbs.)
Backpack (5.0 lb.)
Bedroll (5.0 lb.)
Mess Kit (1.0 lb.)
Torch x 8 (8.0 lb)
Rations x10 (20.0 lb.)
Tinderbox (1.0 lb.)
 
Rope, Hempen (50 feet) (10 lb.)
Waterskin (5 lb.)
Herbalism Kit (3 lb.)



 
 
Not Yet Used (0.0 lbs.) Not Yet Used (0.0 lbs.)
   
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)
   
 
5386-200.png Character Overview
 

Backstory:
 
The wind races me.
My soul dances, is free, but
Alas, morning comes.

Ingyrd sniffed the wind in the cool night air. There was something unfamiliar in the scent, something that she could not place. That alone was enough to put Ingyrd in a bad mood. She had lived deep in the White Forest since her Gurralt had passed, and rarely did she sense something out of place. Usually, it meant she had work to do.

With one last snuffle from her snout, she focused on what she had been doing before the strange scent had invaded her forest. The Nymph was clever and finding her usually required all of Ingyrd’s wits, so she pushed the strange scent out of her mind for the time being and stood completely silent and still so that she could listen to the forest without interference. The sounds slowly took priority of her sensory inputs as they grew from a low whisper to an almost deafening roar. The chorus of crickets throughout the forest was cacophonous. The rustling of rodents through dead leaves was like ancient paper being crumpled in a fist. The call of a pack of wolves to the moon almost drowned out the rest. But as Ingyrd focused on the sounds she heard what she was hoping for. A dead space where nothing living dared make sound. The old bearkin knew this was out of respect to the Nymph, but it was like shining a light on someone sneaking in the shadows; the Nymph was caught.
 
zKVp4v1.jpg

Ingyrd rushed forward through the undergrowth of the forest, now intent on meeting her benefactor as quickly as possible. With the strange scent on the air, she still had work after fulfilling her duty. Ingyrd jumped a small babbling brook and rolled under a fallen tree that was still propped up by its broken stump, making better time through this portion of the forest than usual. The absence of noises told her she was close, so the old bearkin slowed and entered a clearing that she knew would be well lit by the moon on night such as this. Only half expecting to find the Nymph in the clearing, when Ingyrd saw the glowing form of the gorgeous young bearkin dancing in the moonlight, she was relieved to be right, but suspicious of the Nymph’s form. This was the form the Nymph chose when she had hard tasks ready for Ingyrd, something about hard work made the Nymph feel youthful.

“You’ve come,” the Nymph said to Ingyrd simply, without looking and without stopping her lithe dancing. “Good, we’ve much to discuss.”

Ingyrd was breathing heavily after her run through the forest. She was not young or youthful by any use of the words and needed a rest. She found her favorite rock in the middle of the clearing that allowed the moon to bathe her in its calming light. “You doubted I would?” Ingyrd asked with a bite to the words, an underlying growl of primal outrage. “When have I ever shirked my responsibilities?” Ingyrd raised her head to the moon and closed her eyes, wishing she could pass the rest of the night in such a manner. The Nymph’s dancing made no noise, but Ingyrd could tell she was still at it by the strange glow that shined through her closed eyelids every few moments.

The Nymph, as always, refused to acknowledge Ingyrd’s grouchiness. “The time has come, have you felt it?” she asked Ingyrd.

“There was a scent tonight…” Ingyrd said without hesitation. “It didn’t belong to the forest. I thought it was an intruder, or a waylaid traveler.”

The Nymph giggled in an annoyingly good imitation of a flirting bearkin youth on the verge of finding a mate. “’An intruder or a waylaid traveler?’” she repeated. “You know I do not allow that sort of thing when I must appear. It was not that. It was the ley lines, Ingyrd. They have been calling out in confusion and pain in many places in Midgard. Whatever is wrong with them has finally reached our forest.”

Ingyrd opened her eyes and gazed angrily at the Nymph. This was not supposed to happen so soon. They still needed to find Ingyrd’s replacement. If she was required to leave now, the forest would be unprotected. “You cannot mean for me to leave now,” she snarled at the Nymph. “If what you say is true, I cannot leave the forest unprotected, it will now be even worse. The Tribe…”

The Nymph finally looked at Ingyrd, hearing the anger in her voice. Ingyrd stopped talking immediately when she met those ancient eyes. “If we do not work to protect the lines, what do you think will happen?” The Nymph’s voice was soft, penetrating. “You will stand before the chaos and protect your little forest and your little Tribe forever? You will hold back inevitability all by yourself? You’ve seen that possible future. You know how that path ends.”

Ingyrd saw in her mind the vision the Nymph had showed her before, the vision that plagued her dreams. It was a future without hope, promise, or potential. It was a future of death and decay. It was unbearable, but Ingyrd refused to shut the vision out. She had to face what was coming, not hide from it. “So be it,” the old bearkin said with equal parts depressed resignation and stoic determination.

The Nymph resumed her infuriating dancing. Ingyrd did not hate the dancing because it was bad. She hated it because it reminded her of how she used to be. Young, strong, coordinated. Endless potential and near limitless youthful energy. Ingyrd hated that she was forced to start this journey as one so old and so close to her final rest. “If only you found me when I was younger,” Ingyrd lamented to the Nymph distractedly.

“That silly girl?” The Nymph retorted, indicating she knew the younger Ingyrd that she had on the mind. “She was obsessed with herself and never would have had the mental fortification to do what was needed.”

While the words stung, Ingyrd knew the Nymph was right. Thinking back to her younger self, she was so wrapped up in her family and tribe that nothing, not even an ancient primordial being like the Nymph could have dragged her away.

“You will travel to Schio,” the Nymph continued. “There you will meet a kobold named Clex Boulderfare who owns a caravan. He is looking for hired guards, and after you join him, his caravan will take you to Redtower. There, you will find answers. There, the hope for Midgard rests.”

Ingyrd sighed in exhaustion. Just thinking of that journey among strangers and away from her forest made her feel more tired than she had ever felt. But Ingyrd smiled and stood, stretching her long limbs. There was work to be done and Ingyrd did not shy from from hard work. With one last grown at the Nymph, she said, “Then I had better get started.”

Description/Personality:
Ingyrd has lived a full life, and has the scars to prove it. She is an elder bearfolk who exudes a naturalistic style. She is still muscular, but in her old age, her spine has curved a bit, making her shorter than she was in her prime. But at just over 7 ft. tall, she is still an impressive specimen. Her once luxurious red fur is now streaked with grey, and her snout is now almost completely white, but her brown eyes still sparkle with intelligence and wit. She wears simple clothes made of plant fiber and uses a staff with many jangles and accessories to help her walk. She does have many scars, too many to list, but she has one striking one that everyone notices: three long, angry scars, in parallel, go from the crown of her forehead over the top of her head all the way to her neck.

Ingyrd is old, and comes across as crotchety at the best of times. Its not that she doesn't care if people like her, its more that she doesn't know how long she has left on this world and doesn't want to waste what time she has left stroking people's egos. She says what she is thinking, and rarely puts a social filter on her thoughts. While Ingyrd can be short with willful or impertinent adults, she has endless patience and care for children. Her smile is most beautiful when she is watching children play, or when sharing fresh strawberries with them. Ingyrd has lived a long life, and while she found most people break promises (either willfully or accidentally), she hasn't let that soured her outlook on the future. She doesn't trust people easily, but thinks most try to do good in their own way. When working in a group, Ingyrd doesn't have the patience for politics anymore. She'll explain her ideas and thoughts eagerly and without restraint, but if the group decides against her, she's too old to get sullen about it. She'll just roll up her sleeves and get to work. When rules and customs are in question, Ingyrd largely ignores them preferring rather to trust in her own extensive moral guides. In interpersonal relationships, Ingyrd can usually get a good sense of how people are feeling and what their worries are. She understands people have their own problems, and can even usually see their side of disagreements, she can't let herself coddle foolish behavior. When in danger, Ingyrd lets her bestial instincts take over. She is fiercely protective of those she has folded into her "family," thinking of them like her cubs, and will sometimes be overly aggressive towards those that threaten violence. Ingyrd has learned that setbacks are just a part of life and understands they're purpose are to learn from them. She might be a grumpy old bear, but when she cares for someone they find a hidden, tender, soft heart that wants to see people do their best.

 

Show Character Questions

Quote:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Ingyrd has had three litters of cubs in her younger years, and has never been able to shake the protective "mama bear" instincts that she evolved.
2) Ingyrd lives in the White Forest, near Schio, where a nymph enlisted her into an order of protectors of Midgard's Ley Lines. This forest is hers to protect, and she has developed a connection to nature to help her protect it.
3) Ingyrd lost her first litter of cubs to a marauding band of bandits. The grief at that loss almost broke her, but she met a bearfolk male named Gurralt who patiently waited for Ingyrd, caring for her and loving her for years before her injured heart healed enough to love again. She and Gurralt went on to raise seven cubs of their own who almost all became honorable members of their tribe with families of their own.
4) Ingyrd's tribe lives in a peaceful settlement on the outskirts of the white forest. The tribe's young often times seek her out in the forest for advice or training. Ingyrd has been studying the beasts of the forest and lead these advice seekers on a merry game of hide and seek, mimicking the behavior of the forest beasts, before revealing herself to them.
5) Ingyrd has been tasked by the nymph of the White Forest to seek out Redtower where she will find evidence of a weakening or corruption of the ley lines.
6) Ingyrd's tribe came from the Northlands long ago and were a nomadic people for a long time, until recently (within the last 100 years or so) settling into a small village on the outskirts of the White Forest.
 

Quote:

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Ingyrd Goal: Ingyrd has lived a long live an is uncertain how much longer she will live. But the Nymph showed to her a potential future of Midgard where the ley lines have been unraveled, a future of suffering and death for many, including her tribe of bearfolk. Ingyrd is doubtful she has enough years to save the ley lines herself, but she'll be damned if she can't unravel a bit of the mystery for those who come after her. She will have a hand in protecting Midgard from the fate her vision showed her, even if its the last thing she does.
2) Player Goal: I've actually never played a proper Dungeon crawl (with a capital D) before. I've heard it is challenging, which I really appreciate. My goal is to learn how they are done, and hopefully pick up some tips to bring to my own table for when I get the confidence to run my own players through such a gauntlet.
 

Quote:

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.

That's private...

Private Content for:

1) Secret my Character Knows: Ingyrd hunted the bandits that raided her village and killed her cubs as long as she could. She learned everything about them: their scent, their look, their mannerisms, and even some of their names. Meeting one would surely send her into a rage and she may not be able to stop herself from mauling them.
2) Secret About my Character that she Knows Not: Ingyrd's son, Nodhr, disappeared years ago. No one in the family or tribe knew where he went. He went to the Scarlet Citadel to find fame, but he found a more sinister purpose there. Since then, he has begun learning the sorcerous arts for nefarious deeds that only time will tell what the outcome is... <-- I think there is supposed to be a sorcerer in the citadel? Maybe Nodhr could be an apprentice or maybe he's just lost and crazy in the labyrinth. Dm can use him however needed. If Ingyrd runs into him, it will surely shake her to her core and affect her greatly.

 

 

Quote:

Step 4: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Ingyrd tends to distrust most technology. Gears, pulleys, axels, wheels, sails, and the like are just too complicated when usually a bit of hard work will do the trick. They're the invention of lazy people to get a job done worse than someone's good two hands, feet, or back could do.
2) Ingyrd vividly remembers the vision the Nymph of the White Forest showed her what will come to pass if the ley lines are fully disrupted. The vision shook her so greatly, she sometimes is startled awake by dreams of it.
3) Ingyrd will flick the nose of someone she considers is being rude, insolent, bratty, or just plain stupid. It used to work wonders for her cubs and the other tribe cubs that she would watch over to remind them of their manners, or to make them wait and think before trying to speak again.

 

 

 

 

Quote:

Step 5: Use all the above information to put together a background story for the character. It does not have to be an essay but it will help me gauge your writing ability and will be used to help determine the final selection of applicants.

 

 

See Backstory above, out of spoiler tags.

 

 
spacer.png  Background
PHB: Outlander
Personality Traits:
I'm not going to live forever... I don't have time to indulge insolence or idiotic idealists. If someone needs to be told to quiet down to let the grown ups talk, I have no problems doing so.
The cubs must be protected at all costs. I tend to think of my close friends and companions as part of my tribe, and in some ways, as part of my litter. I can get an tiny bit protective if they are threatened or endangered.

Ideal:
Midgard has mystical forces that I nor you can comprehend. They're ancient, powerful, and critically important to our survival. Nature is the primordial state of being that Midgard formed out of. It is the driving force behind the ley lines and all that exists. Nature must be protected if Midgard is to flourish again.

Bonds:
I've seen a Midgard devoid of its ley lines. I will not allow it to come into being. The Nymph of the White Forest has shown me what is to come to pass if the ley lines become unstable or are corrupted. I have pledged what is left of my life to protect them.
The Tribe before others. The Family before Tribe. With Gurralt gone, I am the only one that watches over our sons and daughters. I will always be there for them if called, no matter what. If I come across one of the tribe in my travels, I will extend every curtesy and help them in any way that I can.
This power, its exhilarating! This new power I am exploring is intense and exciting. I feel compelled to learn more, become better.

Flaw:
I ran out of patience ten years ago... My anger gets the best of me quite often, especially with rude or stupid people. I have to actively work at not loosing my temper.
I'm not getting any younger. I know I'm old, and that can make me impatient. I just have so much to do before I leave this world. I can often snap at my companions who waste time on frivolous distractions.
Edited by foxtrot636
Long rest spell preparation: thunderwave out, charm person in. (see edit history)
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Ingyrd Moondancer - Bearfolk Druidspacer.png



Text goes here.

 

"Speech Goes Here"

 

Thoughts in italics and color.

 

 



Mechanics

 

___________________________________________________

Main Hand: Oak Staff
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You 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:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two 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.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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 druid 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 also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid 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 druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[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.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.32 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 4
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.32 lbs.


 

 

Name
Bite to hit
21
1d20+5 [[16]]
Bite DMG
8
1d6+3 [[5]]
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  • 2 months later...

Ingyrd Moondancer - Bearfolk Druidspacer.png


AC: 12/14 (natural/shield) | HP: 9/10 | HD: 0/1d8 | Initiative: -1 | PP: 15 | Stalwart Will: 1/1 | Spell Slots 1st 2/2 | DM Inspiration: 0/1


 

"Clever priest," Ingyrd said to herself as his magic hand lowered a mirror down the hole. "Good idea, Hobbs. If you can't see much, or can't confirm if its safe, Arik and I can barricade the hole." She moved up with Arik who was inspecting the next area. The bloody trail was definitely disturbing. Ingyrd did not want to add her own to the mix if she could help it. Arik was ready near the door, so the older Bearfolk stepped up to it and readied herself to open it, unless someone else volunteered. "Let's wait for Hobbs, who's taking a peek down the hole. When we're all ready, I can open it."

 



Mechanics

Main Hand: Oak Staff
Off Hand: Torch


Action: Prepare to open the door when the party is ready to check it out.
Bonus Action: None.
Move: To the door
Manipulate: None

Free: None.

 

 

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