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<blockquote data-quote="Lord Sessadore" data-source="post: 6405021" data-attributes="member: 57255"><p><strong>Aenwyr, Elven Druid</strong></p><p><strong></strong></p><p><strong></strong>[sblock=Picture]</p><p>[ATTACH]64513[/ATTACH][/sblock]</p><p>[sblock=Character Sheet]<span style="font-size: 15px"><strong>Aenwyr</strong></span></p><p>[hr][/hr]<strong>Race:</strong> Wood elf <strong>Gender:</strong> Male <strong>Alignment:</strong> Chaotic Good <strong>Background:</strong> Outlander (guide)</p><p><strong>Class:</strong> Druid <strong>Level:</strong> 2 <strong>Druid Circle:</strong> Circle of the Land <strong>Deity:</strong> - <strong>Proficiency Bonus:</strong> +2</p><p><strong>Height:</strong> 5'6"" <strong>Weight:</strong> 140 lbs. <strong>Size:</strong> M <strong>Speed:</strong> 35 ft. <strong>Senses:</strong> Darkvision 60 ft., Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 12 (+1) -- +1</p><p><strong>Dex</strong> 15 (+2) -- +2</p><p><strong>Con</strong> 14 (+2) -- +2</p><p><strong>Int</strong> 10 (+0) -- +2</p><p><strong>Wis</strong> 16 (+3) -- +5</p><p><strong>Cha</strong> 8 (-1) -- -1</p><p></p><p><span style="font-size: 15px"><strong>Roleplaying</strong></span></p><p>[hr][/hr]<strong>Personality Traits</strong> </p><p>* I have a lesson for every situation, drawn from nature.</p><p>* I place no stock in wealthy or well-mannered folk. Money or manners won't save you from a hungry owlbear.</p><p><strong>Ideal</strong> </p><p>Harmony. We must all do our best to live in harmony with nature, taking only what is necessary.</p><p><strong>Bond</strong></p><p>An injury to the unspoiled wilderness of my home is an injury to me.</p><p><strong>Flaw</strong></p><p>I will not help those who aren't strong enough to help themselves.</p><p></p><p><span style="font-size: 15px"><strong>Combat</strong></span></p><p>[hr][/hr]<strong>Initiative</strong> +2 <strong>Armor Class</strong> 15 <strong>Hit Dice</strong> 2d8+2 <strong>Hit Points</strong> 15</p><p><strong>Melee:</strong> Scimitar <strong>Attack</strong> +4 <strong>Damage</strong> 1d6+2 slashing</p><p><strong>Melee:</strong> Quarterstaff <strong>Attack</strong> +3 <strong>Damage</strong> 1d6+1 bludgeoning (1d8+1 two-handed)</p><p><strong>Spell Save DC</strong> 13 <strong>Spell Attack</strong> +5</p><p></p><p><span style="font-size: 15px"><strong>Skills</strong></span></p><p>[hr][/hr]Bold are proficient.</p><p><u>Mod (Ability) Skill</u></p><p>+2 (Dex) Acrobatics</p><p>+3 (Wis) Animal Handling</p><p>+0 (Int) Arcana</p><p><strong>+3 (Str) Athletics</strong></p><p>-1 (Cha) Deception</p><p>+0 (Int) History</p><p>+3 (Wis) Insight</p><p>-1 (Cha) Intimidation</p><p>+0 (Int) Investigation</p><p><strong>+5 (Wis) Medicine</strong></p><p><strong>+2 (Int) Nature</strong></p><p><strong>+5 (Wis) Perception</strong></p><p>-1 (Cha) Performance</p><p>-1 (Cha) Persuasion</p><p>+0 (Int) Religion</p><p>+2 (Dex) Sleight of Hand</p><p>+2 (Dex) Stealth</p><p><strong>+5 (Wis) Survival</strong></p><p></p><p><span style="font-size: 15px"><strong>Proficiencies</strong></span></p><p>[hr][/hr]<strong>Armor:</strong> Light Armour, Medium Armour, Shields</p><p><strong>Weapons:</strong> Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, shortsword, longsword, shortbow, longbow.</p><p><strong>Tools:</strong> Herbalism kit, flute</p><p><strong>Saving Throws:</strong> Intelligence, Wisdom</p><p><strong>Skills:</strong> Athletics, Medicine, Nature, Perception, Survival</p><p><strong>Languages:</strong> Common, Elvish, Druidic, Goblin</p><p></p><p><span style="font-size: 15px"><strong>Features and Traits</strong></span></p><p>[hr][/hr]* Darkvision 60 ft</p><p>* Keen Senses - proficient in Perception</p><p>* Fey Ancestry - advantage on saves vs. being charmed, immune to magical sleep.</p><p>* Trance</p><p>* Elf Weapon Training - proficient with shortsword, longsword, shortbow, longbow.</p><p>* Mask of the Wild - can hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p>* Wanderer - excellent memory for maps and geography, can always recall general layout of terrain, settlements, and other features. In addition, can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p>* Wild Shape - 2 uses, regain after short or long rest. Max CR 1/4, no flying or swimming speed. 1 hour per use.</p><p>* Circle of the Land: </p><p> * Bonus Cantrip</p><p> * Natural Recovery - during a short rest, recover 1/2 druid level worth of spell slots. Regain use of this ability after long rest.</p><p></p><p><span style="font-size: 15px"><strong>Spells</strong></span></p><p>[hr][/hr]<strong>Prepared Spells:</strong> 5</p><p><strong>Cantrips:</strong> Druidcraft, Mending, Thorn Whip</p><p><strong>Level 1:</strong> Cure Wounds, Entangle, Speak with Animals, Thunderwave</p><p></p><p><span style="font-size: 15px"><strong>Equipment</strong></span></p><p>[hr][/hr]</p><ul> <li data-xf-list-type="ul">Leather armour</li> <li data-xf-list-type="ul">Wooden shield</li> <li data-xf-list-type="ul">Scimitar</li> <li data-xf-list-type="ul">Druidic focus - sprig of holly</li> <li data-xf-list-type="ul">Bear-pelt cloak</li> <li data-xf-list-type="ul">Backpack</li> <li data-xf-list-type="ul">- bedroll</li> <li data-xf-list-type="ul">- mess kit</li> <li data-xf-list-type="ul">- tinderbox</li> <li data-xf-list-type="ul">- 10 torches</li> <li data-xf-list-type="ul">- 10 days rations</li> <li data-xf-list-type="ul">- waterskin</li> <li data-xf-list-type="ul">- hunting trap</li> <li data-xf-list-type="ul">- 50 ft hemp rope</li> <li data-xf-list-type="ul">Staff</li> <li data-xf-list-type="ul">Traveler's clothes</li> <li data-xf-list-type="ul">Belt pouch</li> <li data-xf-list-type="ul">- 10 gp</li> </ul><p></p><p><span style="font-size: 15px"><strong>Wild Shapes</strong></span></p><p>[sblock=Wolf]<strong>Size:</strong> M <strong>Speed:</strong> 40 ft. <strong>Senses:</strong> Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 12 (+1) -- +1</p><p><strong>Dex</strong> 15 (+2) -- +2</p><p><strong>Con</strong> 12 (+1) -- +1</p><p></p><p><strong>Combat</strong>[hr][/hr]<strong>Initiative</strong> +2 <strong>Armor Class</strong> 13 <strong>Hit Dice</strong> 2d8+2 <strong>Hit Points</strong> 11</p><p><strong>Melee:</strong> Bite <strong>Attack</strong> +4 <strong>Damage</strong> 2d4+2 piercing. If target is a creature, it must succeed on DC 11 Strength save or be knocked prone.</p><p></p><p><strong>Skills:</strong> Stealth +4</p><p><strong>Abilities:</strong> </p><p>Keen Hearing and Smell: advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p>Pack Tactics: advantage on attack rolls against creatures that have at least one of the wolf's allies within 5 ft and not incapacitated.[/sblock]</p><p>[sblock=Cat]<strong>Size:</strong> T <strong>Speed:</strong> 40 ft, climb 30 ft. <strong>Senses:</strong> Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 3 (-4) -- -4</p><p><strong>Dex</strong> 15 (+2) -- +2</p><p><strong>Con</strong> 10 (+0) -- +0</p><p></p><p><strong>Combat</strong>[hr][/hr]<strong>Initiative</strong> +2 <strong>Armor Class</strong> 12 <strong>Hit Dice</strong> 1d4 <strong>Hit Points</strong> 2</p><p><strong>Melee:</strong> Claws <strong>Attack</strong> +0 <strong>Damage</strong> 1 slashing.</p><p></p><p><strong>Skills:</strong> Stealth +4</p><p></p><p><strong>Abilities:</strong> </p><p>Keen Smell: advantage on Wisdom (Perception) checks that rely on smell.[/sblock]</p><p>[sblock=Cougar (Panther stats)]<strong>Size:</strong> M <strong>Speed:</strong> 50 ft, climb 40 ft. <strong>Senses:</strong> Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 14 (+2) -- +2</p><p><strong>Dex</strong> 15 (+2) -- +2</p><p><strong>Con</strong> 10 (+0) -- +0</p><p></p><p><strong>Combat</strong>[hr][/hr]<strong>Initiative</strong> +2 <strong>Armor Class</strong> 12 <strong>Hit Dice</strong> 3d8 <strong>Hit Points</strong> 13</p><p><strong>Melee:</strong> Bite <strong>Attack</strong> +4 <strong>Damage</strong> 1d6+2 piercing.</p><p><strong>Melee:</strong> Claw <strong>Attack</strong> +4 <strong>Damage</strong> 1d4+2 slashing.</p><p></p><p><strong>Skills:</strong> Stealth +6</p><p></p><p><strong>Abilities:</strong> </p><p>Keen Smell: advantage on Wisdom (Perception) checks that rely on smell.</p><p>Pounce: If the cougar moves at least 20 ft straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 12 Strength saving throws or be knocked prone. If the target is prone, the cougar can take a bonus action to make one bite attack against it.[/sblock]</p><p>[sblock=Horse]<strong>Size:</strong> L <strong>Speed:</strong> 60 ft. <strong>Senses:</strong> Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 16 (+3) -- +3</p><p><strong>Dex</strong> 10 (+0) -- +0</p><p><strong>Con</strong> 12 (+1) -- +1</p><p></p><p><strong>Combat</strong>[hr][/hr]<strong>Initiative</strong> +0 <strong>Armor Class</strong> 10 <strong>Hit Dice</strong> 2d10+2 <strong>Hit Points</strong> 13</p><p><strong>Melee:</strong> Hooves <strong>Attack</strong> +2 <strong>Damage</strong> 2d4+3 bludgeoning.[/sblock]</p><p>[/sblock]</p><p></p><p>[sblock=Description and Background]<span style="font-size: 15px"><strong>Description</strong></span></p><p>[hr][/hr]Aenwyr has flowing, raven hair, which usually has a few braids woven in it. Bright green eyes occupy a strong face for an elf, not as slim as most elves. Seemingly random splashes of forest green tattoos encroach inwards from the edges of his face, and similar patterns can be seen covering his arms and legs when they are visible. He wears simple leather armour, fitted well, and a cloak made from the pelt of a brown bear, the claws coming around to form the clasp around his neck. An amulet made of woven holly twigs with the berries in the center hangs around his neck, all of which are still living and green. An elven-made scimitar with a handle of yew hangs at his hip, and he carries an oaken walking stick.</p><p></p><p><span style="font-size: 15px"><strong>Background</strong></span></p><p>[hr][/hr]Aenwyr grew up in the Neverwinter Forest near a village called Thundertree, coming to admire the druids protecting the forest at an early age. He joined the druids when he came of age, and once the circle deemed him ready he became something of a liason with groups from Neverwinter. He served as their guide, knowledgeable about the lay of the forest as he was, while simultaneously keeping them from causing harm to the forest.</p><p></p><p>When Mount Hotenow erupted thirty years ago it destroyed great swathes of the forest, along with the town of Thundertree. While it saddened Aenwyr to see his beloved forest in flames, along with his animal friends, he did not let his sadness gain the best of him. The volcano was a part of nature as well, and the eruption was just a part of the eternal cycle. However, recently he came to learn that the ruins of Thundertree are haunted by ash zombies, and heard rumours of a dragon making its home in the Old Tower. This, Aenwyr decided, was certainly not natural. He seeks a way to drive off the dragon and cleanse the ruins to allow nature to reclaim them, and hopes his current companions might help in the endeavour.</p><p>[/sblock]</p><p></p><p>[sblock=Mini Stat Block]<strong>Aenwyr</strong>, male wood elf druid</p><p><strong>AC:</strong> 15 (13 from leather armor +2 from shield)</p><p><strong>HP:</strong> <span style="color: #ffff00">15/15</span> (1d8+2 Con)</p><p><strong>Hit Dice:</strong> 1d8 x <u>2/2</u></p><p><strong>Saves:</strong> Str +1, Dex +2, Con +2, <u>Int +2</u>, <u>Wis +5</u>, Cha -1</p><p><strong>Melee:</strong> Scimitar Attack +4 <strong>Damage </strong>1d6+2 slashing</p><p><strong>Melee:</strong> Quarterstaff Attack +3 <strong>Damage </strong>1d6+1 bludgeoning (1d8+1 two-handed)</p><p></p><p><strong>Abilities</strong></p><p>* Wild Shape 2/2</p><p>* Natural Recovery 1/1</p><p></p><p>[sblock=Spellcasting<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /><u><strong>Primary Ability:</strong> WIS, <strong>Spell Save DC:</strong> 13, <strong>Spell Attack Bonus:</strong> +5</u></p><p></p><p><strong>Spell Slots:</strong></p><p>Level 1= 1/3 per day</p><p></p><p><strong>Cantrips:</strong></p><p>0 - Druidcraft</p><p>0 - Mending</p><p>0 - Thorn Whip</p><p></p><p><strong>Spells Prepared:</strong> (Druid level 2 + WIS mod +3 = 5 per day)</p><p>- Cure Wounds</p><p>- Entangle</p><p>- Speak with Animals (ritual)</p><p>- Thunderwave[/sblock][/sblock]</p><p></p><p>[sblock=Level 1 (Archive)]<span style="font-size: 15px"><strong>Aenwyr</strong></span></p><p>[hr][/hr]<strong>Race:</strong> Wood elf <strong>Gender:</strong> Male <strong>Alignment:</strong> Chaotic Good <strong>Background:</strong> Outlander (guide)</p><p><strong>Class:</strong> Druid <strong>Level:</strong> 1 <strong>Druid Circle:</strong> - <strong>Deity:</strong> - <strong>Proficiency Bonus:</strong> +2</p><p><strong>Height:</strong> 5'6"" <strong>Weight:</strong> 140 lbs. <strong>Size:</strong> M <strong>Speed:</strong> 35 ft. <strong>Senses:</strong> Darkvision 60 ft., Passive Perception 15</p><p><strong>Abilities and Saves</strong></p><p><strong>Str</strong> 12 (+1) -- +1</p><p><strong>Dex</strong> 15 (+2) -- +2</p><p><strong>Con</strong> 14 (+2) -- +2</p><p><strong>Int</strong> 10 (+0) -- +2</p><p><strong>Wis</strong> 16 (+3) -- +5</p><p><strong>Cha</strong> 8 (-1) -- -1</p><p></p><p><span style="font-size: 15px"><strong>Roleplaying</strong></span></p><p>[hr][/hr]<strong>Personality Traits</strong> </p><p>* I have a lesson for every situation, drawn from nature.</p><p>* I place no stock in wealthy or well-mannered folk. Money or manners won't save you from a hungry owlbear.</p><p><strong>Ideal</strong> </p><p>Harmony. We must all do our best to live in harmony with nature, taking only what is necessary.</p><p><strong>Bond</strong></p><p>An injury to the unspoiled wilderness of my home is an injury to me.</p><p><strong>Flaw</strong></p><p>I will not help those who aren't strong enough to help themselves.</p><p></p><p><span style="font-size: 15px"><strong>Combat</strong></span></p><p>[hr][/hr]<strong>Initiative</strong> +2 <strong>Armor Class</strong> 15 <strong>Hit Dice</strong> 1d8+2 <strong>Hit Points</strong> 10</p><p><strong>Melee:</strong> Scimitar <strong>Attack</strong> +4 <strong>Damage</strong> 1d6+2 slashing</p><p><strong>Melee:</strong> Quarterstaff <strong>Attack</strong> +3 <strong>Damage</strong> 1d6+1 bludgeoning (1d8+1 two-handed)</p><p><strong>Spell Save DC</strong> 13 <strong>Spell Attack</strong> +5</p><p></p><p><span style="font-size: 15px"><strong>Skills</strong></span></p><p>[hr][/hr]Bold are proficient.</p><p><u>Mod (Ability) Skill</u></p><p>+2 (Dex) Acrobatics</p><p>+3 (Wis) Animal Handling</p><p>+0 (Int) Arcana</p><p><strong>+3 (Str) Athletics</strong></p><p>-1 (Cha) Deception</p><p>+0 (Int) History</p><p>+3 (Wis) Insight</p><p>-1 (Cha) Intimidation</p><p>+0 (Int) Investigation</p><p><strong>+5 (Wis) Medicine</strong></p><p><strong>+2 (Int) Nature</strong></p><p><strong>+5 (Wis) Perception</strong></p><p>-1 (Cha) Performance</p><p>-1 (Cha) Persuasion</p><p>+0 (Int) Religion</p><p>+2 (Dex) Sleight of Hand</p><p>+2 (Dex) Stealth</p><p><strong>+5 (Wis) Survival</strong></p><p></p><p><span style="font-size: 15px"><strong>Proficiencies</strong></span></p><p>[hr][/hr]<strong>Armor:</strong> Light Armour, Medium Armour, Shields</p><p><strong>Weapons:</strong> Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, shortsword, longsword, shortbow, longbow.</p><p><strong>Tools:</strong> Herbalism kit, flute</p><p><strong>Saving Throws:</strong> Intelligence, Wisdom</p><p><strong>Skills:</strong> Athletics, Medicine, Nature, Perception, Survival</p><p><strong>Languages:</strong> Common, Elvish, Druidic, Goblin</p><p></p><p><span style="font-size: 15px"><strong>Features and Traits</strong></span></p><p>[hr][/hr]* Darkvision 60 ft</p><p>* Keen Senses - proficient in Perception</p><p>* Fey Ancestry - advantage on saves vs. being charmed, immune to magical sleep.</p><p>* Trance</p><p>* Elf Weapon Training - proficient with shortsword, longsword, shortbow, longbow.</p><p>* Mask of the Wild - can hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</p><p>* Wanderer - excellent memory for maps and geography, can always recall general layout of terrain, settlements, and other features. In addition, can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p></p><p><span style="font-size: 15px"><strong>Spells</strong></span></p><p>[hr][/hr]<strong>Prepared Spells:</strong> 4</p><p><strong>Cantrips:</strong> Druidcraft, Thorn Whip</p><p><strong>Level 1:</strong> Cure Wounds, Entangle, Speak with Animals, Thunderwave</p><p></p><p><span style="font-size: 15px"><strong>Equipment</strong></span></p><p>[hr][/hr]</p><ul> <li data-xf-list-type="ul">Leather armour</li> <li data-xf-list-type="ul">Wooden shield</li> <li data-xf-list-type="ul">Scimitar</li> <li data-xf-list-type="ul">Druidic focus - sprig of holly</li> <li data-xf-list-type="ul">Bear-pelt cloak</li> <li data-xf-list-type="ul">Backpack</li> <li data-xf-list-type="ul">- bedroll</li> <li data-xf-list-type="ul">- mess kit</li> <li data-xf-list-type="ul">- tinderbox</li> <li data-xf-list-type="ul">- 10 torches</li> <li data-xf-list-type="ul">- 10 days rations</li> <li data-xf-list-type="ul">- waterskin</li> <li data-xf-list-type="ul">- hunting trap</li> <li data-xf-list-type="ul">- 50 ft hemp rope</li> <li data-xf-list-type="ul">Staff</li> <li data-xf-list-type="ul">Traveler's clothes</li> <li data-xf-list-type="ul">Belt pouch</li> <li data-xf-list-type="ul">- 10 gp</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Lord Sessadore, post: 6405021, member: 57255"] [B]Aenwyr, Elven Druid [/B][sblock=Picture] [ATTACH=CONFIG]64513._xfImport[/ATTACH][/sblock] [sblock=Character Sheet][SIZE=4][B]Aenwyr[/B][/SIZE] [hr][/hr][B]Race:[/B] Wood elf [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Good [B]Background:[/B] Outlander (guide) [B]Class:[/B] Druid [B]Level:[/B] 2 [B]Druid Circle:[/B] Circle of the Land [B]Deity:[/B] - [B]Proficiency Bonus:[/B] +2 [B]Height:[/B] 5'6"" [B]Weight:[/B] 140 lbs. [B]Size:[/B] M [B]Speed:[/B] 35 ft. [B]Senses:[/B] Darkvision 60 ft., Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 12 (+1) -- +1 [B]Dex[/B] 15 (+2) -- +2 [B]Con[/B] 14 (+2) -- +2 [B]Int[/B] 10 (+0) -- +2 [B]Wis[/B] 16 (+3) -- +5 [B]Cha[/B] 8 (-1) -- -1 [SIZE=4][B]Roleplaying[/B][/SIZE] [hr][/hr][B]Personality Traits[/B] * I have a lesson for every situation, drawn from nature. * I place no stock in wealthy or well-mannered folk. Money or manners won't save you from a hungry owlbear. [B]Ideal[/B] Harmony. We must all do our best to live in harmony with nature, taking only what is necessary. [B]Bond[/B] An injury to the unspoiled wilderness of my home is an injury to me. [B]Flaw[/B] I will not help those who aren't strong enough to help themselves. [SIZE=4][B]Combat[/B][/SIZE] [hr][/hr][B]Initiative[/B] +2 [B]Armor Class[/B] 15 [B]Hit Dice[/B] 2d8+2 [B]Hit Points[/B] 15 [B]Melee:[/B] Scimitar [B]Attack[/B] +4 [B]Damage[/B] 1d6+2 slashing [B]Melee:[/B] Quarterstaff [B]Attack[/B] +3 [B]Damage[/B] 1d6+1 bludgeoning (1d8+1 two-handed) [B]Spell Save DC[/B] 13 [B]Spell Attack[/B] +5 [SIZE=4][B]Skills[/B][/SIZE] [hr][/hr]Bold are proficient. [U]Mod (Ability) Skill[/U] +2 (Dex) Acrobatics +3 (Wis) Animal Handling +0 (Int) Arcana [B]+3 (Str) Athletics[/B] -1 (Cha) Deception +0 (Int) History +3 (Wis) Insight -1 (Cha) Intimidation +0 (Int) Investigation [B]+5 (Wis) Medicine +2 (Int) Nature +5 (Wis) Perception[/B] -1 (Cha) Performance -1 (Cha) Persuasion +0 (Int) Religion +2 (Dex) Sleight of Hand +2 (Dex) Stealth [B]+5 (Wis) Survival[/B] [SIZE=4][B]Proficiencies[/B][/SIZE] [hr][/hr][B]Armor:[/B] Light Armour, Medium Armour, Shields [B]Weapons:[/B] Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, shortsword, longsword, shortbow, longbow. [B]Tools:[/B] Herbalism kit, flute [B]Saving Throws:[/B] Intelligence, Wisdom [B]Skills:[/B] Athletics, Medicine, Nature, Perception, Survival [B]Languages:[/B] Common, Elvish, Druidic, Goblin [SIZE=4][B]Features and Traits[/B][/SIZE] [hr][/hr]* Darkvision 60 ft * Keen Senses - proficient in Perception * Fey Ancestry - advantage on saves vs. being charmed, immune to magical sleep. * Trance * Elf Weapon Training - proficient with shortsword, longsword, shortbow, longbow. * Mask of the Wild - can hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. * Wanderer - excellent memory for maps and geography, can always recall general layout of terrain, settlements, and other features. In addition, can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. * Wild Shape - 2 uses, regain after short or long rest. Max CR 1/4, no flying or swimming speed. 1 hour per use. * Circle of the Land: * Bonus Cantrip * Natural Recovery - during a short rest, recover 1/2 druid level worth of spell slots. Regain use of this ability after long rest. [SIZE=4][B]Spells[/B][/SIZE] [hr][/hr][B]Prepared Spells:[/B] 5 [B]Cantrips:[/B] Druidcraft, Mending, Thorn Whip [B]Level 1:[/B] Cure Wounds, Entangle, Speak with Animals, Thunderwave [SIZE=4][B]Equipment[/B][/SIZE] [hr][/hr] [LIST] [*]Leather armour [*]Wooden shield [*]Scimitar [*]Druidic focus - sprig of holly [*]Bear-pelt cloak [*]Backpack [*]- bedroll [*]- mess kit [*]- tinderbox [*]- 10 torches [*]- 10 days rations [*]- waterskin [*]- hunting trap [*]- 50 ft hemp rope [*]Staff [*]Traveler's clothes [*]Belt pouch [*]- 10 gp [/LIST] [SIZE=4][B]Wild Shapes[/B][/SIZE] [sblock=Wolf][B]Size:[/B] M [B]Speed:[/B] 40 ft. [B]Senses:[/B] Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 12 (+1) -- +1 [B]Dex[/B] 15 (+2) -- +2 [B]Con[/B] 12 (+1) -- +1 [B]Combat[/B][hr][/hr][B]Initiative[/B] +2 [B]Armor Class[/B] 13 [B]Hit Dice[/B] 2d8+2 [B]Hit Points[/B] 11 [B]Melee:[/B] Bite [B]Attack[/B] +4 [B]Damage[/B] 2d4+2 piercing. If target is a creature, it must succeed on DC 11 Strength save or be knocked prone. [B]Skills:[/B] Stealth +4 [B]Abilities:[/B] Keen Hearing and Smell: advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics: advantage on attack rolls against creatures that have at least one of the wolf's allies within 5 ft and not incapacitated.[/sblock] [sblock=Cat][B]Size:[/B] T [B]Speed:[/B] 40 ft, climb 30 ft. [B]Senses:[/B] Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 3 (-4) -- -4 [B]Dex[/B] 15 (+2) -- +2 [B]Con[/B] 10 (+0) -- +0 [B]Combat[/B][hr][/hr][B]Initiative[/B] +2 [B]Armor Class[/B] 12 [B]Hit Dice[/B] 1d4 [B]Hit Points[/B] 2 [B]Melee:[/B] Claws [B]Attack[/B] +0 [B]Damage[/B] 1 slashing. [B]Skills:[/B] Stealth +4 [B]Abilities:[/B] Keen Smell: advantage on Wisdom (Perception) checks that rely on smell.[/sblock] [sblock=Cougar (Panther stats)][B]Size:[/B] M [B]Speed:[/B] 50 ft, climb 40 ft. [B]Senses:[/B] Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 14 (+2) -- +2 [B]Dex[/B] 15 (+2) -- +2 [B]Con[/B] 10 (+0) -- +0 [B]Combat[/B][hr][/hr][B]Initiative[/B] +2 [B]Armor Class[/B] 12 [B]Hit Dice[/B] 3d8 [B]Hit Points[/B] 13 [B]Melee:[/B] Bite [B]Attack[/B] +4 [B]Damage[/B] 1d6+2 piercing. [B]Melee:[/B] Claw [B]Attack[/B] +4 [B]Damage[/B] 1d4+2 slashing. [B]Skills:[/B] Stealth +6 [B]Abilities:[/B] Keen Smell: advantage on Wisdom (Perception) checks that rely on smell. Pounce: If the cougar moves at least 20 ft straight toward a creature right before hitting it with a claw attack, the target must succeed on a DC 12 Strength saving throws or be knocked prone. If the target is prone, the cougar can take a bonus action to make one bite attack against it.[/sblock] [sblock=Horse][B]Size:[/B] L [B]Speed:[/B] 60 ft. [B]Senses:[/B] Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 16 (+3) -- +3 [B]Dex[/B] 10 (+0) -- +0 [B]Con[/B] 12 (+1) -- +1 [B]Combat[/B][hr][/hr][B]Initiative[/B] +0 [B]Armor Class[/B] 10 [B]Hit Dice[/B] 2d10+2 [B]Hit Points[/B] 13 [B]Melee:[/B] Hooves [B]Attack[/B] +2 [B]Damage[/B] 2d4+3 bludgeoning.[/sblock] [/sblock] [sblock=Description and Background][SIZE=4][B]Description[/B][/SIZE] [hr][/hr]Aenwyr has flowing, raven hair, which usually has a few braids woven in it. Bright green eyes occupy a strong face for an elf, not as slim as most elves. Seemingly random splashes of forest green tattoos encroach inwards from the edges of his face, and similar patterns can be seen covering his arms and legs when they are visible. He wears simple leather armour, fitted well, and a cloak made from the pelt of a brown bear, the claws coming around to form the clasp around his neck. An amulet made of woven holly twigs with the berries in the center hangs around his neck, all of which are still living and green. An elven-made scimitar with a handle of yew hangs at his hip, and he carries an oaken walking stick. [SIZE=4][B]Background[/B][/SIZE] [hr][/hr]Aenwyr grew up in the Neverwinter Forest near a village called Thundertree, coming to admire the druids protecting the forest at an early age. He joined the druids when he came of age, and once the circle deemed him ready he became something of a liason with groups from Neverwinter. He served as their guide, knowledgeable about the lay of the forest as he was, while simultaneously keeping them from causing harm to the forest. When Mount Hotenow erupted thirty years ago it destroyed great swathes of the forest, along with the town of Thundertree. While it saddened Aenwyr to see his beloved forest in flames, along with his animal friends, he did not let his sadness gain the best of him. The volcano was a part of nature as well, and the eruption was just a part of the eternal cycle. However, recently he came to learn that the ruins of Thundertree are haunted by ash zombies, and heard rumours of a dragon making its home in the Old Tower. This, Aenwyr decided, was certainly not natural. He seeks a way to drive off the dragon and cleanse the ruins to allow nature to reclaim them, and hopes his current companions might help in the endeavour. [/sblock] [sblock=Mini Stat Block][B]Aenwyr[/B], male wood elf druid [B]AC:[/B] 15 (13 from leather armor +2 from shield) [B]HP:[/B] [COLOR=#ffff00]15/15[/COLOR] (1d8+2 Con) [B]Hit Dice:[/B] 1d8 x [U]2/2[/U] [B]Saves:[/B] Str +1, Dex +2, Con +2, [U]Int +2[/U], [U]Wis +5[/U], Cha -1 [B]Melee:[/B] Scimitar Attack +4 [B]Damage [/B]1d6+2 slashing [B]Melee:[/B] Quarterstaff Attack +3 [B]Damage [/B]1d6+1 bludgeoning (1d8+1 two-handed) [B]Abilities[/B] * Wild Shape 2/2 * Natural Recovery 1/1 [sblock=Spellcasting:][U][B]Primary Ability:[/B] WIS, [B]Spell Save DC:[/B] 13, [B]Spell Attack Bonus:[/B] +5[/U] [B]Spell Slots:[/B] Level 1= 1/3 per day [B]Cantrips:[/B] 0 - Druidcraft 0 - Mending 0 - Thorn Whip [B]Spells Prepared:[/B] (Druid level 2 + WIS mod +3 = 5 per day) - Cure Wounds - Entangle - Speak with Animals (ritual) - Thunderwave[/sblock][/sblock] [sblock=Level 1 (Archive)][SIZE=4][B]Aenwyr[/B][/SIZE] [hr][/hr][B]Race:[/B] Wood elf [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Good [B]Background:[/B] Outlander (guide) [B]Class:[/B] Druid [B]Level:[/B] 1 [B]Druid Circle:[/B] - [B]Deity:[/B] - [B]Proficiency Bonus:[/B] +2 [B]Height:[/B] 5'6"" [B]Weight:[/B] 140 lbs. [B]Size:[/B] M [B]Speed:[/B] 35 ft. [B]Senses:[/B] Darkvision 60 ft., Passive Perception 15 [B]Abilities and Saves[/B] [B]Str[/B] 12 (+1) -- +1 [B]Dex[/B] 15 (+2) -- +2 [B]Con[/B] 14 (+2) -- +2 [B]Int[/B] 10 (+0) -- +2 [B]Wis[/B] 16 (+3) -- +5 [B]Cha[/B] 8 (-1) -- -1 [SIZE=4][B]Roleplaying[/B][/SIZE] [hr][/hr][B]Personality Traits[/B] * I have a lesson for every situation, drawn from nature. * I place no stock in wealthy or well-mannered folk. Money or manners won't save you from a hungry owlbear. [B]Ideal[/B] Harmony. We must all do our best to live in harmony with nature, taking only what is necessary. [B]Bond[/B] An injury to the unspoiled wilderness of my home is an injury to me. [B]Flaw[/B] I will not help those who aren't strong enough to help themselves. [SIZE=4][B]Combat[/B][/SIZE] [hr][/hr][B]Initiative[/B] +2 [B]Armor Class[/B] 15 [B]Hit Dice[/B] 1d8+2 [B]Hit Points[/B] 10 [B]Melee:[/B] Scimitar [B]Attack[/B] +4 [B]Damage[/B] 1d6+2 slashing [B]Melee:[/B] Quarterstaff [B]Attack[/B] +3 [B]Damage[/B] 1d6+1 bludgeoning (1d8+1 two-handed) [B]Spell Save DC[/B] 13 [B]Spell Attack[/B] +5 [SIZE=4][B]Skills[/B][/SIZE] [hr][/hr]Bold are proficient. [U]Mod (Ability) Skill[/U] +2 (Dex) Acrobatics +3 (Wis) Animal Handling +0 (Int) Arcana [B]+3 (Str) Athletics[/B] -1 (Cha) Deception +0 (Int) History +3 (Wis) Insight -1 (Cha) Intimidation +0 (Int) Investigation [B]+5 (Wis) Medicine +2 (Int) Nature +5 (Wis) Perception[/B] -1 (Cha) Performance -1 (Cha) Persuasion +0 (Int) Religion +2 (Dex) Sleight of Hand +2 (Dex) Stealth [B]+5 (Wis) Survival[/B] [SIZE=4][B]Proficiencies[/B][/SIZE] [hr][/hr][B]Armor:[/B] Light Armour, Medium Armour, Shields [B]Weapons:[/B] Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, shortsword, longsword, shortbow, longbow. [B]Tools:[/B] Herbalism kit, flute [B]Saving Throws:[/B] Intelligence, Wisdom [B]Skills:[/B] Athletics, Medicine, Nature, Perception, Survival [B]Languages:[/B] Common, Elvish, Druidic, Goblin [SIZE=4][B]Features and Traits[/B][/SIZE] [hr][/hr]* Darkvision 60 ft * Keen Senses - proficient in Perception * Fey Ancestry - advantage on saves vs. being charmed, immune to magical sleep. * Trance * Elf Weapon Training - proficient with shortsword, longsword, shortbow, longbow. * Mask of the Wild - can hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. * Wanderer - excellent memory for maps and geography, can always recall general layout of terrain, settlements, and other features. In addition, can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. [SIZE=4][B]Spells[/B][/SIZE] [hr][/hr][B]Prepared Spells:[/B] 4 [B]Cantrips:[/B] Druidcraft, Thorn Whip [B]Level 1:[/B] Cure Wounds, Entangle, Speak with Animals, Thunderwave [SIZE=4][B]Equipment[/B][/SIZE] [hr][/hr] [LIST] [*]Leather armour [*]Wooden shield [*]Scimitar [*]Druidic focus - sprig of holly [*]Bear-pelt cloak [*]Backpack [*]- bedroll [*]- mess kit [*]- tinderbox [*]- 10 torches [*]- 10 days rations [*]- waterskin [*]- hunting trap [*]- 50 ft hemp rope [*]Staff [*]Traveler's clothes [*]Belt pouch [*]- 10 gp [/LIST] [/sblock] [/QUOTE]
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[Rogues Gallery] Lost Mine of Phandelver
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