Paelias, Firbolg Druid - OG Myth-Weavers

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Paelias, Firbolg Druid

   
Paelias, Firbolg Druid

Paelias
Paelias, Druid lvl 3(N)
HP: 21/21| AC: 15 (with shield)| Initiative: +2 | Speed: 30' | HD: 3/3d8
STR 13 (+1) DEX 14 (+2) CON 13 (+1) INT• 10 (+0) WIS• 17 (+3) CHA 8 (-1)
Proficient Saves: Wis +5 Int +2
Passive Perception: 15
Proficient Skills: Animal handling +5, Nature +2, Medicine +5, Perception +5
Proficient Tools:Herbalism kit
Languages:Common, Elvish, Giant, Sylvan, Druidic, Orc.
Stat block
Produce flame, Thorn whip, Druid craft
Cantrips
Lvl 1: Fog Cloud, Healing word, Create/destroy water, Jump, Thunderwave
Lvl 2: Barkskin, Spider climb, Pass without trace
, Spells
Features:
You can cast detect magic and disguise self with this trait using wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise self, you can seem up to 3' shorter than normal.
Firbolg Magic
As a bonus action, you can magically turn invisible until the start of your next turn, or until you attack, make a damage roll, it force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
, Hidden step
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
, Speech of Beast and leaf
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
, Safe Haven
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
, Natural recovery

Spell slots: Lvl 1 - 4/4 lvl 2 - 2/2
Wild Shape (CR 1/4): 2/2
Attack Actions:None
Bonus Actions: None
Reactions: None
Concentration: None
Status/Effects: None
Actions and Effects AL Sheet
Attached Images
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Paelias, Giant Badger
Paelias, Giant Badger
HP: 13/13 | AC: 10 | Speed: 30', Burrow 10' | HD: 2/2d8
STR 13 (+1) DEX 10 (+0) CON 15 (+2) INT• 10 (+0) WIS• 17 (+3) CHA 8 (-1)
Proficient Saves: Wis +5 Int +2
Passive Perception: 11
Stat block
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Keen Smell
. The badger makes two attacks: one with its bite
and one with its claws.

Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
, Multiattack


Wild Shape (CR 1/4): 2/2
Attack Actions:None
Bonus Actions: None
Reactions: None
Concentration: None
Status/Effects: None
Actions and Effects AL Sheet



Paelias, Elk
Paelias, Elk
HP: 13/13 | AC: 10 | Speed: 50' | HD: 2/2d10
STR 16 (+3) DEX 10 (+0) CON 12 (+1) INT• 10 (+0) WIS• 17 (+3) CHA 8 (-1)
Proficient Saves: Wis +5 Int +2
Passive Perception: 10
Stat block
lf the elk moves at least 20 feet straight toward a target and then bits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Charge


Wild Shape (CR 1/4): 2/2
Attack Actions:None
Bonus Actions: None
Reactions: None
Concentration: None
Status/Effects: None
Actions and Effects AL Sheet

Paelias
Paelias, Druid lvl 4 (N)
HP: 31/31| AC: 15 (with shield)| Initiative: +2 | Speed: 30' | HD: 4/4d8
STR 13 (+1) DEX 14 (+2) CON 14 (+2) INT• 10 (+0) WIS• 18 (+4) CHA 8 (-1)
Proficient Saves: Wis +5 Int +2
Passive Perception: 15
Proficient Skills: Animal handling +5, Nature +2, Medicine +5, Perception +5
Proficient Tools:Herbalism kit
Languages:Common, Elvish, Giant, Sylvan, Druidic, Orc.
Stat block
Produce flame, Thorn whip, Druid craft
Cantrips
Lvl 1: Fog Cloud, Healing word, Create/destroy water, Jump, Thunderwave
Lvl 2: Barkskin, Spider climb, Pass without trace, Heat metal
, Spells
Features:
You can cast detect magic and disguise self with this trait using wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise self, you can seem up to 3' shorter than normal.
Firbolg Magic
As a bonus action, you can magically turn invisible until the start of your next turn, or until you attack, make a damage roll, it force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
, Hidden step
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
, Speech of Beast and leaf
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
, Safe Haven
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
, Natural recovery

Spell slots: Lvl 1 - 4/4 lvl 2 - 3/3
Wild Shape (CR 1/4): 2/2
Attack Actions:None
Bonus Actions: None
Reactions: None
Concentration: None
Status/Effects: None
Actions and Effects AL Sheet





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