Adventure Date: TBD, 2023
Last Updated: June 24, 2023
Campaign: Tablets of the Old Ones - Chapter 15 class: Druid/Cleric species: wood elf level: 5 = 4/1 alignment: neutral xp: 0 deity: Shaneenah Background: hermit Home Region: size: medium age: 155 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: 43 Healing HD: 5d8 inspiration = DEX: 15 +2 AC: 16 CON: 14 +2 = 12 + 2 + 2 + 0 + 0 INT: 10 +0 armor + shield + dex + magic + misc WIS: 18 +4 AC other: 16 CHA: 8 -1 Initiative: +2.15 Speed: 35 ft Proficiency: +3 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +1 = +1 +0 DEX: +2 = +2 +0 CON: +2 = +2 +0 INT: +3 = +0 +3 WIS: +7 = +4 +3 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 +5 1d6+2 slashing finesse, light club +4 1d4+1 bludgeoning light dagger +5 1d4+2 ` piercing 20/60 finesse, light, thrown spear, 1 hand +4 1d6+1 piercing spear, 2 hands +4 1d8+1 piercing versatile Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- produce flame +8 (wand) 2d8 fire 30 action sacred flame DC 15 DEX 2d8 radiant 60 action, save shillelagh +7 1d8+4 bludgeoning melee bonus action burning hands DC 15 DEX 3d8 fire self action (15' cone) guiding bolt +8 (wand) 4d6 radiant 120 action healing word na 1d4+4 healing 60 bonus action thunderwave DC 15 CON 2d8 +10' push thunder self action (15' cube) flaming sphere DC 15 DEX 2d6 (5' radius) fire 60 action cast, bonus action mv 30' moonbeam DC 15 CON 2d10(5' radius) radiant 120 action spike growth auto 2d4/5' move piercing 150 action (20' radius) ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +1 acrobatics DEX +1 +4 animal handling WIS +4 +0 arcana INT +0 +1 athletics STR +1 -1 deception CHA -1 +0 history INT +0 +4 insight WIS +4 -1 intimidation CHA -1 +0 investigation INT +0 +7 *medicine WIS +4 +3 +3 *nature INT +0 +3 +7 *perception WIS +4 +3 -1 performance CHA -1 -1 persuasion CHA -1 +3 *religion INT +0 +3 +2 sleight of hand DEX +2 +2 stealth DEX +2 +7 *survival WIS +4 +3 +3 tool- herbalism kit +3 ============================================================================= 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 1/2 or lower that doesn't have a flying 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 MULTI-CLASS: CLERIC OF SHANEENAH (light domain) Bonus Cantrip - Light Domain Spells - Burning hands, Faerie Fire Warding Flare - at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. Can be used while wild shaped! - You can use this feature a number of times equal to your Wisdom modifier = 4 You regain all expended uses when you finish a long rest. Song of Shaneenah ============================================================================= SPELLS spell casting ability = WIS spell save DC = 8 + WIS + Prof = 8 + 4 + 3 = 15 spell attack bonus = WIS + Prof = 4 + 3 = +7 total number of prepared druid spells = class + WIS = 4 + 4 = 8 total number of prepared cleric spells = class + WIS = 1 + 4 = 5 can cast ritual spells 0: cantrips: druid = 3+1 = 4, cleric = 3+1 = 4 D - guidance, produce flame, shillelagh C - light, mending, sacred flame, thaumaturgy 1: slots = 4 remaining = 4 D - healing word, thunderwave C - bless, burning hands, faerie fire, guiding bolt, sanctuary, shield of faith 2: slots = 3 remaining = 3 D - flaming sphere, invisibility, lesser restoration, moonbeam, pass without trace, spike growth 3: slots = 2 remaining = 2 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= 31 + 38 = 69 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 + 3 = 4 (3) 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 12 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) 0 Tablet of Shaneenah (artifact, requires attunement) 0 Wand of the Warmage +1 (uncommon, requires attunement by a spellcaster) 0 Oil of Stone to Flesh (rare) = x1 0 basilisk gullet fluid (component for Oil of Stone to Flesh) = x2 0 Poison - giant centipede venom sack = x1 5 - backpack 7 - bedroll 3 - blanket 1 - mess kit 1 - waterskin 1 - tinderbox 10 - torches = x10 10 - 50 ft hempen rope 0 - pass for Vilania's drow territory ============================================================================== TREASURE store credit = 0 gp pp = gp = 123 sp = cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: