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Kamishiro_Rin

Kamishiro_Rin

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Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. 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

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally. She also bought a horse whom she named ‘Ruby’, from the horse’s bright red coat, as well as a wagon for her party to ride on! She also buys a tent of her own, saddlebags, a pack saddle, and a bit and bridle.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. 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

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor.

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 91 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 91 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 16 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 16 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 16 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 16 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)

1 leather armor (starting equipment, 10 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 set of leather armor (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 15 (Dex 2 + Leather 11 + Wooden Shield 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 16 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)

1 leather armor (starting equipment, 10 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 set of leather armor (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

eVuAZvu.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Kamishiro_Rin

Kamishiro_Rin

5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 15 (Dex 2 + Leather 11 + Wooden Shield 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Tools: disguise kit, herbalism kit, painter’s supplies
Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Racial Features

Darkvision. 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 Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

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. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. 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.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 101 | ep: 1 | sp: 13 | cp: 0 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 backpack (starting equipment, 5 lb.)
1 bedroll (starting equipment, 7 lb.)
1 belt pouch (starting equipment, 1 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 set of leather armor (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

10/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit ( from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)

1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Unaligned
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

 


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally.

   And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

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