Jasper Wildcloak, Halfling Druid - Myth-Weavers

Jasper Wildcloak, Halfling Druid

Jasper Wildcloak, Halfling Druid

Character Sheet: https://www.myth-weavers.com/sheet.html#id=1932717
Adventure Log: https://www.adventurersleaguelog.com...aracters/41853

Jasper Wildcloak

Class & Level: Druid 1
Race: Ghostwise Halfling
Gender: Male
Age: 20
Height: 3 ft
Weight: 40 lbs
Alignment: CG
Deity: Tymora
Background: Outlander
Proficiency Bonus: +2

INIT: +2
AC: 15
HD: 1d8
HP: 10

STR: 8 / -1
DEX: 14 / +2
CON: 14 / +2
INT: 13 / +1
WIS: 16 / +3
CHA: 10 / 0

Saves: Str -1, Dex +2, Con +2, Int +3, Wis +5, Cha +0
Speed: 25
Passive Perception: 15

+2 Acrobatics (Dex)
+3 Animal Handling (Wis)
+1 Arcana (Int)
-1 Athletics (Str)
0 Deception (Cha)
+1 History (Int)
+3 Insight (Wis)
0 Intimidation (Cha)
+1 Investigation (Int)
+3 Medicine (Wis)
+3 Nature (Int)
+5 Perception (Wis)
0 Performance (Cha)
0 Persuasion (Cha)
+1 Religion (Int)
+2 Sleight of Hand (Dex)
+4 Stealth (Dex)
+5 Survival (Wis)

Racial Features:
+2 Dex, +1 Wis
Statistic Changes
When I roll a 1 on the d20 for an attack roll, ability check, or saving throw, I can reroll the die and must use the new roll.
I have advantage on saving throws against being frightened.
I can move through the space of any creature that is of a size larger than mine.
Halfling Nimbleness
I can speak telepathically to any creature within 30 ft of me. The creature understands me only if the two of us share a language. I can speak telepathically in this way to one creature at a time.
Silent Speech
Class Features:

  • Club (bludgeon), +1 (1d4-1)
  • Club with Shillelagh (bludgeon, magical), +5 (1d8+3)
  • Staff (bludgeon), +1 (1d6-1)
  • Staff with Shillelagh (bludgeon, magical), +5 (1d8+3)

SpellsSpell Attack: +5
Spell Save DC: 13
Spells Slots: 2
Spells Known: 4
  • Cantrips -
    conjuration cantrip
    Casting Time: 1 Bonus Action
    Range: Touch
    Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
    Duration: 1 Minute

    The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
    Cantrip Conjuration
    Casting Time: 1 action
    Range: Self
    Components: V S
    Duration: 10 minutes

    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
    You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
    Produce Flame

  • 1st-Level Spells -
    1st Level Conjuration

    Casting Time: 1 action
    Range: 90 feet
    Components: V S
    Duration: Up to 1 minute
    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
    When the spell ends, the conjured plants wilt away.
    1st Level Evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Up to 1 minute

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object canít benefit from being invisible.
    Faerie Fire,
    1st Level Transmutation

    Casting Time: 1 action
    Range: Touch
    Components: V S M (A sprig of mistletoe)
    Duration: Instantaneous

    Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
    1st Level Evocation

    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
    Healing Word

Class Features and Proficiencies
Armor: Light, Medium, Shields
Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Slings, Sickles, Spears
Tools: Herbalism Kit
Saving Throws: Wisdom, Intelligence
Skills: Perception, Survival

  • Wooden Shield
  • Club
  • Leather Armor
  • Druidic Focus (Sprig of Mistletoe)
  • Backpack
  • Bedroll
  • Mess Kit
  • Tinderbox
  • 10 Torches
  • 10 Days Rations
  • Waterskin
  • 50 ft Hempen Rope
  • Staff
  • Hunting Trap
  • Wolf Claw Necklace
  • Traveler's Clothes

Roleplay Personality Traits: I watch over my friends as if they were a litter of newborn pups. I'm driven by a wanderlust that led me away from home.
Ideals: Life is like the seasons, in constant change, and we must change with it.
Bonds: I am the last of my clan, and it is up to me to ensure their names enter legends.
Flaws: There's no room for caution in a life lived to the fullest.

Skill Proficiencies: Stealth, Nature
Languages and Tools: Sylvan, Flute
Background Feature: Wanderer. I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Jasper Wildcloak

Character Name

Druid 1

Classes and Levels


Player Name



Adventure Log

Magic Items Unlocked
Magic Items Unlocked Tier

Notes Creation Notes / Downtime Activity

Starting Gold 10 GP
Outlander Background proficiency Athletics exchanged for Stealth

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