For approval:
- Goblin chosen as a language, unless there are other groups of known humanoids around, in which case he'll take that. (are there local raiders, perhaps?)
- some subs in the background. Leatherworking taken, though I was thinking about a Scrimshaw kit.
- Hermit background taken. Open to suggestions for discovery. Perhaps he knows a summery glen magically hidden amidst the ice, or a lost tribe. But I'm open for anything, or somethign TBD.
- Still thinking about Primal Savagery (XGTE) as a cantrip. Might take something else.
Doc Halfhand.
NG Goliath Druid 4
Doc has been coming here for ages, it seems, always helping when the weather turns rough and the food is short. All the prisoners grumble when they’re only given a berry to eat, but when doc’s around no one gets frostbite, and if they’re sick he usually has them on their feet the next day. Doc’s a quiet one, for sure, and he never explains how he lost those three fingers. Some say they were eaten by one of the mountain creatures. Others say they broke off in the cold before he learned how to heal that sort of thing. Some even say he served a spell here, but no one still alive remembers him as a prisoner, or they don’t admit it if they do. What motivates him, and why the Warden lets him into the cells, and where he goes when he's not here, no one here knows.
Abilities:
STR 14 (+2)
DEX 8 (-1)
CON 14 (+2)
INT 10 (0) [save +2]
WIS 17 (+3) [save +5]
CHA 14 (+2)
Size M
Speed 30
AC 12 (with shield)
Init -1
Hit Points: 31 (4d8)
Proficiency bonus: +2
Proficiencies: light/medium armour (no metal), shield, druid weapons
Skills: Athletics, Survival, Perception, Medicine, Nature
Tools: Herbalism Kit, Leatherworker’s Tools
Languages: Common, Giant, Druidic, Goblin [or some local humanoid]
Attacks:
Primal Savagery: 1d20+5 damage = 1d10 acid.
Produce Flame: 1d20+5, damage = 1d8 fire, range 30’.
Spear: 1d20+4, damage = 1d6+2, range 20’/60’
Background: Hermit
- (Nature subbed for Religion, Leatherworker’s tools for Herbalism kit.)
- Discovery [TO BE DETERMINED]
Moon Druid abilities:
* Spellcasting (DC 13, attack mod +5). Ritual casting
-- Cantrips: Produce Flame, Mending, Primal Savagery
-- 7 spells known (level+WIS)
-- slots: 4/3.
* Wildshape. 2/rest, transform into a beast for 2 hours (level/2) as a bonus action, CR1 (no flying)
-- bonus action to spend spell slot for +1d8/level HP.
Current spells:
(1) Goodberry, Faerie Fire, Entangle, (2) Lesser Restoration, Moonbeam, Enhance Ability, Healing Spirit
Race abilities:
- Powerful Build (count as L for carrying)
- Mountain Born (acclimated to high altitude and cold climates)
- Stone’s Endurance (use reaction 1/rest to reduce damage by 1d12+2)
Skills:
-1 (dex) Acrobatics
+3 (wis) Animal Handling
+0 (int) Arcana
+4 (str) Athletics*
+2 (cha) Deception
+0 (int) History
+5 (wis) Insight*
+2 (cha) Intimidation
+0 (int) Investigation
+5 (wis) Medicine*
+2 (int) Nature*
+3 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
-1 (dex) Sleight of Hand
-1 (dex) Stealth
+5 (wis) Survival*
Equipment:
Leather armour
Wooden Shield
Spear
Explorer’s pack
Druidic focus (scrimshaw dragon or dinosaur tooth on necklace)
Common clothes
Winter Blanket
Herbalism Kit
Scroll case filled with my notes
5gp
Brown Bear Form: S+4 D+0 C+3 I+0 W+3 X+2
HP 34, AC 11, 40’, climb 30’, L
Perc +5 (adv. Smell)
Multiattack:
-- Bite +5, 1d8+4 piercing.
-- Claws +5, 2d6+4 slashing.
Dire Wolf Form: S+3 D+2 C+2 I+0 W+3 X+2
HP 37, AC 14, 50’, L
Perc +5 (adv. Hear/Smell), Stealth +4
Pack Tactics: Advantage if ally w/in 5’
Attack: Bite +5, 2d6+3, Strength vs. DC 13 or Prone.