Nera Aquilae

Adventure Date: December 18, 2021
Last Updated: February 5, 2023

Campaign: 	Tablets of the Old Ones - Chapter 9
class:		Druid				species: 	wood elf			
level:		3				alignment:	neutral
xp:		0				deity:		
Background: 	hermit				Home Region: 	

size: medium	age:	175			gender:	female		height:	5'9"	
eyes: hazel	hair:	wenga wood brown	skin:	copper hue	weight:	130 lbs

Dark Hunter: green-black tattoos reminiscent of creeping vine leaves cover her body as 
	     if spiraling from her feet upwards around her legs, torso, arms, shoulders
	     and neck to her forehead. Only the front of her face is tattoo free.
				
Languages:	common, elvish, druidic, sylvan

			hp =			HD: 
====================================================================================
STR:	12	+1	HP: 	27	Healing HD:	3d8	 inspiration = 
DEX:	15	+2	AC:	16				
CON:	14	+2	= 12    + 2      + 2   + 0    	+ 0 
INT:	10	+0	  armor + shield + dex + magic 	+ misc
WIS:	16	+3	AC other: 16
CHA:	 8	-1					Initiative:	+2.15
			Speed:	35 ft			Proficiency:	+2

====================================================================================
SAVES		Total	= base	+prof	+magic	+misc
STR:		+1	= +1	+0	
DEX:		+2	= +2	+0	
CON:		+2	= +2	+0	
INT:		+2	= +0	+2	
WIS:		+5	= +3	+2	
CHA:		-1	= -1	+0	

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

====================================================================================
Attack			Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
scimitar		+4		1d6+2		slashing		finesse, light
club			+3		1d4+1		bludgeoning		light
dagger			+4		1d4+2	`	piercing	20/60	finesse, light, thrown
spear, 1 hand		+3		1d6+1		piercing
spear, 2 hands		+3		1d8+1		piercing		versatile		


Spellcasting		Attack		Damage		Type		Range	Notes
------------		------		------		----		-----	-----
produce flame		+5		1d8		fire		30	action
shillelagh		+5		1d8+3		bludgeoning	melee	bonus action
healing word		na		1d4+3 		healing		60	bonus action
flaming sphere		DC 13 DEX	2d6 (5' radius)	fire		60	action cast, bonus action mv 30
moonbeam		DC 13 CON	2d10(5' radius)	radiant		120	action
thunderwave		DC 13 CON	2d8 +10' push	thunder		self 	action (15-foot cube)


====================================================================================
TOTAL	SKILLS: 	Ability	Mod	Prof	Misc	
+1	acrobatics	DEX	+1			
+3	animal handling	WIS	+3			
+0	arcana		INT	+0			
+1	athletics	STR	+1			
-1	deception	CHA	-1			
+0	history		INT	+0			
+3	insight		WIS	+3			
-1	intimidation	CHA	-1			
+0	investigation	INT	+0			
+5	*medicine	WIS	+3	+2		
+2	*nature		INT	+0	+2			
+5	*perception	WIS	+3	+2				
-1	performance	CHA	-1			
-1	persuasion	CHA	-1				
+2	*religion	INT	+0	+2			
+2	sleight of hand	DEX	+2			
+2	stealth		DEX	+2				
+5	*survival	WIS	+3	+2		
+2	tool- herbalism kit		+2


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light armor, medium armor, shields (no metal)
Weapons:	clubs, daggers, darts, javelins, maces, quarterstaffs, 
		scimitars, sickles, slings, spears
		longsword, shortsword, shortbow, and longbow
Tools:		herbalism kit

SPECIES: WOOD ELF (DEX+2, WIS+1)
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 against being charmed, and magic can't put you to sleep.
Keen Senses. 
- You have proficiency in the Perception skill.
Trance. 
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Languages. 
- You can speak, read, and write Common and Elvish.
Elf Weapon Training. 
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. 
- Your base walking speed increases to 35 feet.
Mask of the Wild. 
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain,
  falling snow, mist, and other natural phenomena.


BACKGROUND: HERMIT
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (sylvan)


CLASS: DRUID (Circle of the Grassland)
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception,
	Religion, and Survival  (Nature, Survival)
Wildshape 
- can transform into any beast that has a challenge rating of 1/4 or lower that doesn't
  have a flying or swimming speed.
Bonus Cantrip = +1
Natural Recovery = 1
- 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
Circle Spells
- grassland @ 3rd level = invisibility, pass without trace

=============================================================================
SPELLS  spell casting ability	= WIS
	spell save DC		= 8 + WIS + Prof = 8 + 3 + 2 	= 13
	spell attack bonus	= WIS + Prof =  3 + 2		= +5
	total number of prepared spells	= class + WIS =  3 + 3 	= 6
	can cast ritual spells

0: cantrips = 3
- guidance, produce flame, shillelagh

1: slots = 4	remaining = 4
- healing word, fog cloud, thunderwave

2: slots = 2	remaining = 2
- flaming sphere, invisibility, lesser restoration, moonbeam, pass without trace

3: slots = 0  	remaining = 0
4: slots = 0  	remaining = 0  
5: slots = 0  	remaining = 0  
6: slots = 0  	remaining = 0  
7: slots = 0  	remaining = 0  
8: slots = 0  	remaining = 0  
9: slots = 0  	remaining = 0


==============================================================================
GEAR	Total WT= 23 + 60 = 83 lbs
	load: STR x 15 = 180 lbs	push/drag/lift: STR x 30 = 360 lbs

DM HOUSE RULE: Potions can be drunk as a bonus action
DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 (1)

WT	Item
---	---------------------
0	common clothes
0 	necklace of eagle feathers (druidic focus)
	- attached is a wooden gold-colored whistle
0	deer antler headband decorated with various bird feathers
	- to make her appear taller
0 	green tarnished copper earings
	-small row along upper ear lobes, larger ones pierce her lower lobes

10	hide armor
6	wood shield

3	scimitar
2	club
2	dagger x2
3	gnoll spear

3	herbalsm kit
0	Pearl of Power (uncommon, requires attunement by a spellcaster)

5	- backpack
7		- bedroll
3		- blanket
1		- mess kit
1		- waterskin
1		- tinderbox
10		- torches = x10
10		- 50 ft hempen rope


==============================================================================
TREASURE		store credit = 0 gp
pp = 	 	
gp = 	 		
sp = 	 	
cp = 	 			


=============================================================================
In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



==============================================================================
SPECIAL NOTES: