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Rune Olmsford- Wood Elf Druid


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in progress

 

Template will fix with my stats just copying for format sake

Elf druid cincept art" - Playground AI 

 

 

Druid 5 (mountain circle)

Medium humanoid male (Wood Elf), Neutral


Armor Class 16

Hit Points 38
Speed 35 ft.


Senses : Darkvision 60'

Languages: common, elven, druidic

Proficiency Bonus +3

Passive Perception: 16

Passive Insight: 16

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 10 (+0)
Save +0 
Athletics +0


Dexterity 17 (+3) 
Save +3
Acrobatics +3 | Sleight of Hand +3 | Stealth +3


Constitution 14 (+2)
Save +2
No skills associated.


Intelligence 8 (-1)
Save +2
Arcana -1 | History -1 | Investigation -1 | Nature +2 | religion -1


Wisdom 17 (+3)
Save +6 
Animal Handling +6Insight +6 | Medicine +3 | Perception +6 | Survival +6


Charisma 10 (+0) 
Save :+0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

* (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools: Herbalism Kit, Vehicles(land), Weaver's tools
  • Weapons : Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Armors Light, Medium, Heavy, Shields(druids will not wear armor or use shields made of metal)

RACIAL abilities:

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep

Trance: Elves 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 Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot: Your base walking speed increases to 35 feet.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 


Class Abilities:

Wild Shape:

Wild Shape Limited UseL 2 times/short rest
Action Type: 1 Action
Range/Area:
--ft. Reach

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

2nd

1/4

No flying or swimming speed

4th

1/2

No flying speed

 

 


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.

2. Spell casting ( see below for spells slots)

3. Bonus Cantrip: You learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. (guidance)

Natural Recovery: Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 3, and none of the slots can be 6th level or higher.

4. Circle bonus spells: ( these are prepared daily without spending slots)

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

5. Wild Shape Improvement:

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

 

 

 

 

WEAPONS

WEAPONS

  •   +1 Moon sickle: +4 to hit for (1d4+1) slashing damage. also grants +1 to dc and spell attack. when casing healing spells adds 1d4 bonus hp.
  • Quarter Staff: +3 to hit for 1d6 bludgeoning damage

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

  • Druid  - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 9

CANTRIPS (druid)

Guidance | druidcraft/ Frost bite/ Shillelagh


FIRST LEVEL (druid)

Cure Wounds, Healing Word, Faerie fire, Entangle


SECOND LEVEL (Druid)

Spider Climb(circle spell), Spike Growth(circle spell), flaming sphere, summon beast, moon beam


THIRD LEVEL (Cleric)

Lightning bolt(circle spell), Meld into stone(circle spell), dispel magic/ conjure animals

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE ()

  • Weight: 52 / 150 lbs. max. (15 x STR Score)
  • Status: unencombered
  • Penalty: None

MONEY POUCH (2.06 lbs.)

Copper: 0 | Silver: 0Gold:100  | Obsidian: 0 | Platinum: 0

(100 Coins x .02 lbs. = 2.06 lbs. Total Weight)


EQUIPEMENT READIED (22 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (16 lbs.) Shield, leather Armor
  • Weapons (6 lbs.) +1 moon sickle, quarterstaff
  • item: stone of good luck (luckstone (+1 bonus to ability checks and saving throws.)

EQUIPMENT STORED ( 59 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (28 lbs.) Backpack - 5 lbs. ,mess kit-1, ,tinderbox-1, ,10 ,rations (10)-20. ,waterskin-5 ,hempen rope-, weaver tools, common clothes,

EQUIPMENT NOT CARRIED (--)

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

+1 Moon Sickle

stone of good luck (luckstone)

 

APPEARANCE

Age - 125 | Height - 5'11". | Weight - 135 lbs. | Hair - Brown| Eyes -green | Complexion - tanned skin

Run is an average sized wood elf. He is dressed in leathers and has worn and tanned skin due to his living in the mountains. He does protect others and when miners or explorers do travel he likes to be there to help guide and watches over travelers. His favorite forms are a mountain lion, a cougar, or an eagle.

 

BACKGROUND

Folk Hero:

defying moment: I saved people during a natural disaster.

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: I judge people by their actions, not their words.

ideal: Sincerity. There’s no good in pretending to be something I’m not. 

Bond: I protect those who cannot protect themselves.

flaw: The tyrant who rules my land that summoned the monster that I killed will stop at nothing to see me killed.

 

Background: Rune was born in the Vordan Mountains amongst other mountain folk. He was always fascinated by climbing, exploring and animals. He found his calling in being a druid. He was trained by Rahlo a wood elf druid. During his training he would help explorers make it through the mountains safely and also helped out caravans as well. Fort Stormbreakers lord wanted to tax these caravans for passage and also wanted a portion of the goods as well. Rune did not care for this and smuggled them through. One of Fort Stormbreakers summoners sent an air elemental after Rune by attacking him in his home town. Rune was barely able to survive and it cost him his mentors life. Rune saved the village but Rune was forced to flee. Now Rune arrived at the city looking for adventure, a new fresh start and hopefully gain enough power to stop Fort Stormbreaker.

 

Edited by dtspurrier (see edit history)
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