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Shipwrecked: Secret Island of the Shark-People[Recruiting]
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<blockquote data-quote="Shayuri" data-source="post: 7107768" data-attributes="member: 4936"><p>Yeah. I'm kind of leaning towards my druid concept, honestly. </p><p></p><p>I keep forgetting how limited sorcerer spells are in this edition. Only 6 spells and 5 cantrips known at level 5. It's kind of brutal.</p><p></p><p>In fact...</p><p></p><p><strong><span style="font-size: 12px">Niraya</span></strong></p><p><em>Human Druid of the Coast 5</em></p><p></p><p><strong>Str </strong>11 (3) +0</p><p><strong>Dex </strong>16 (9) +6</p><p><strong>Con </strong>16 (5) +6</p><p><strong>Int </strong>10 (2) +3</p><p><strong>Wis </strong>18 (9) +7</p><p><strong>Cha </strong>12 (4) +1</p><p></p><p><strong>HP </strong>47</p><p><strong>AC </strong>17 (10 + 3 dex + 2 armor + 2 shield)</p><p><strong>Prof Bonus</strong> +3</p><p><strong>Init </strong>+3</p><p></p><p><strong>Race </strong></p><p>Genasi (Water)</p><p>+2 Con, +1 Wis</p><p>Acid Resistance</p><p>Can breathe air and water</p><p>Swim speed of 30</p><p>Call to the Wave</p><p>- Shape Water</p><p>- Create/Destroy Water as 2nd lvl spell 1/long rest </p><p></p><p><strong>Class </strong></p><p>Druid</p><p>Druidic Language</p><p>Spellcasting</p><p>Ritual Casting</p><p>Wild Shape (CR 1/2, No fly)</p><p>Cirle of the Land (Coasts)</p><p>- Bonus Cantrip</p><p>- Natural Recovery (recover 1/2 lvl in spell slots on short rest 1/day)</p><p></p><p><strong>Proficiencies</strong></p><p>Armor: Light, Medium, shields (only nonmetal armor)</p><p>Weapons: Clubs, daggers, darts, javelins, maces, staves, scimitars, sickles, slings, spears</p><p>Tools: Herbalism Kit</p><p>Saves: Intelligence, Dexterity, Constitution and Wisdom</p><p></p><p><strong>Background</strong></p><p>Sailor</p><p>Feature: Ship's Passage</p><p>Proficiencies: Athletics, Perception, Navigator's tools, Vehicles (water)</p><p></p><p><strong>Feats</strong></p><p>1 Resilient: Constitution, +1 Wis</p><p>4 Resilient: Dexterity, +1 Wis</p><p></p><p><strong>Skills</strong></p><p>Athletics +3</p><p>Nature +3</p><p>Perception +7</p><p>Survival +7</p><p></p><p><strong>Languages</strong></p><p>Common, Druidic, Primordial</p><p></p><p><strong>Spellcasting </strong>(Save DC 15)</p><p>Slots: 1 - 4, 2 - 3, 3 - 2</p><p>Prepared </p><p>0 - Thorn Whip, Shillelagh, Guidance, Mending</p><p>1 - Cure Wounds, Faerie Fire, Entangle, Absorb Elements</p><p>2 - Moonbeam, Hold Person, Lesser Restoration</p><p>3 - Conjure Animals, Call Lightning</p><p></p><p>Circle: Mirror Image, Misty Step, Water Breathing, Water Walk</p><p></p><p><strong>Equipment</strong></p><p>Cash: </p><p></p><p><strong>Weapons</strong></p><p>Staff +1, +4 atk, 1d6+1 dmg (1 handed)</p><p> - W/shillelagh, +8 atk, 1d8+5 dmg (1 handed)</p><p></p><p><strong>Armor </strong></p><p>Studded Leather, +2 AC</p><p>Shield, +2 AC</p><p></p><p><strong>Gear</strong></p><p>Goggles of Night (Gain Darkvision 60')</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7107768, member: 4936"] Yeah. I'm kind of leaning towards my druid concept, honestly. I keep forgetting how limited sorcerer spells are in this edition. Only 6 spells and 5 cantrips known at level 5. It's kind of brutal. In fact... [B][SIZE=3]Niraya[/SIZE][/B] [I]Human Druid of the Coast 5[/I] [B]Str [/B]11 (3) +0 [B]Dex [/B]16 (9) +6 [B]Con [/B]16 (5) +6 [B]Int [/B]10 (2) +3 [B]Wis [/B]18 (9) +7 [B]Cha [/B]12 (4) +1 [B]HP [/B]47 [B]AC [/B]17 (10 + 3 dex + 2 armor + 2 shield) [B]Prof Bonus[/B] +3 [B]Init [/B]+3 [B]Race [/B] Genasi (Water) +2 Con, +1 Wis Acid Resistance Can breathe air and water Swim speed of 30 Call to the Wave - Shape Water - Create/Destroy Water as 2nd lvl spell 1/long rest [B]Class [/B] Druid Druidic Language Spellcasting Ritual Casting Wild Shape (CR 1/2, No fly) Cirle of the Land (Coasts) - Bonus Cantrip - Natural Recovery (recover 1/2 lvl in spell slots on short rest 1/day) [B]Proficiencies[/B] Armor: Light, Medium, shields (only nonmetal armor) Weapons: Clubs, daggers, darts, javelins, maces, staves, scimitars, sickles, slings, spears Tools: Herbalism Kit Saves: Intelligence, Dexterity, Constitution and Wisdom [b]Background[/b] Sailor Feature: Ship's Passage Proficiencies: Athletics, Perception, Navigator's tools, Vehicles (water) [b]Feats[/b] 1 Resilient: Constitution, +1 Wis 4 Resilient: Dexterity, +1 Wis [B]Skills[/B] Athletics +3 Nature +3 Perception +7 Survival +7 [B]Languages[/B] Common, Druidic, Primordial [B]Spellcasting [/B](Save DC 15) Slots: 1 - 4, 2 - 3, 3 - 2 Prepared 0 - Thorn Whip, Shillelagh, Guidance, Mending 1 - Cure Wounds, Faerie Fire, Entangle, Absorb Elements 2 - Moonbeam, Hold Person, Lesser Restoration 3 - Conjure Animals, Call Lightning Circle: Mirror Image, Misty Step, Water Breathing, Water Walk [B]Equipment[/B] Cash: [B]Weapons[/B] Staff +1, +4 atk, 1d6+1 dmg (1 handed) - W/shillelagh, +8 atk, 1d8+5 dmg (1 handed) [B]Armor [/B] Studded Leather, +2 AC Shield, +2 AC [B]Gear[/B] Goggles of Night (Gain Darkvision 60') [/QUOTE]
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