That's what I was saying. LOL
[sblock=Kaeldos Nalorn]
Race: Triton
Class/Level: Druid 6
Alignment: Neutral Good
Size: Medium
Type (Subtype): Humanoid (triton)
Init: +2
Speed: 30ft, swim 30ft
Senses: Passive Perception: 16
Languages: Common, Primordial, Druidic
Background: Folk Hero
Ispiration: none
STATISTICS
Str 12 (+1),
Dex 14 (+2) ,
Con 16 (+3),
Int 11 (+0),
Wis 16 (+3),
Cha 14 (+2)
AC: 15 (leather, shield, dex)
HP: 51 (6d8 + 18) HD: 6/6 (1d8+3)
Prof. Bonus +3
Proficiencies: Light armor, medium armor, shields, (will not wear armor or use shields made of metal); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Jeweler's Tools, Vehicles (land)??
Feats: none
Saves: INT +3, WIS +6
Special Defenses: none
Combat:
TBD
Skills:
+2 (dex) Acrobatics
+6 (wis) Animal Handling
*
+0 (int) Arcana
+1 (str) Athletics
+2 (cha) Deception
+0 (int) History
+3 (wis) Insight
+2 (cha) Intimidation
+0 (int) Investigation
+3 (wis) Medicine
+3 (int) Nature
*
+6 (wis) Perception
*
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+6 (wis) Survival
*
* proficient
Racial:
+1 STR, +1 CHA, and +1 CON
Size: Medium
Speed: 30 feet, swim 30 feet
Amphibious: Can breath air and water
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast
fog cloud with this trait. Starting at 3rd level, you can cast
gust of wind with it, and starting at 5th level, you can also cast
wall of water. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Languages: Common and Primordial
Folk Hero:
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisans tools and vehicles(land)
Feature (Rustic Hospitality): Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Druid:
-
Druidic: bonus language which is a secert of the druids
-
Wild Shape: 2/rest, action, CR 1/2 (no flying speed)
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change
size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
-
Circle of the Land:
-
bonus cantrip: guidance
-
Natural Recovery (1/long rest), 3rd lvl (max slot), total spell level slots: 6
-
Clerical Spells: note - always prepared and don't count towards maximum number of spells allowed
-???
-
Land Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
-
ASI: +1 CHA and WIS
-
Spellcasting:
-
Cantrips: frostbite, primal savagery, shape water, guidance
-
Spells Prepared 9:
-
Spell save DC14
-
Spell attack +6
-
Ritual Casting
-
Spellcasting Focus: druidic focus
Magical Gear:
-Driftglobe
-potion of healing
-mystery key
Combat Gear:
Leather armor
tortise shell (wooden shield)
bident (spear)
Other Gear:
druidic focus - totem
Backpack
- bedroll
- mess kit
- tinderbox
- torches 10/10
- rations 10/10
- waterskin
- shovel
- iron pot
- jeweler's tools
- common clothes
Belt Pouch
- loose coins
Treasure:
GP: 10 SP: 00 CP: 00
Carrying Capacity: 180 lbs
Push/Drag/Lift: 360 lbs
Climb: 15'
Swim: 30'
Long Jump: 12' & 6'
High Jump: 4' & 2'
Hold Breath: n/a (amphibious)
Personality:
Trait: I am committed to the people I care about, not to ideals.
Trait: I feel tremendous empathy for all those who suffer.
Ideal: My mentor gave his life to defeat the Kraken's evil plot. I can do no less to help those that need me.
Bond: I am the guardian of the Amonal Gate. I need to make sure no monsters come through from the Plane of Water to threaten this world.
Flaw: Gaining such power at a young age makes it difficult for people to take me seriously, and they still treat me as a kid.
Sex: Male
Age: 16
Height: 4'-7"
Weight: 102lbs
Hair Color: off-white (eggshell?)
Facial Hair: none
Eye Color: pearl
Skin Tone: light blue
Scars/Tattoos: start of tribal tattoo across right shoulder
Description: Short (and still growing) Kaeldos looks like a youngster to everyone. His wide-eyed look at anything and everything when he discovers something new doesn't help dissaude people. He wears lots of bracelets, necklaces, and other trinkets he has made himself (out of shells, beads, and other objects).
Notes:
0 Quipper
1/4 Constrictor snake
1/2 Giant sea horse
1/2 Reef shark[/sblock]
So some complications:
Vehicle's Land?? - wish to swap for a language if possible.
Good Circle for Undersea for spells? Thinking it may need to be made up.
Starting equipment? - Was starting package + 3 magical items? no gold?
Thanks for listening.