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Level 1 Druid

Sailor

CLASS & LEVEL

Illidan ''Mistcaller'' Kalaenava


CHARACTER NAME

Greaves

BACKGROUND

PLAYER NAME

Goliath

Neutral

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

STRENGTH

14

+2

PROFICIENCY BONUS

14

D20+1

30 ft.

ARMOR
CLASS

INITIATIVE

SPEED

Calm, Curious, Just

PERSONALITY TRAITS

+2
DEXTERITY

12
+1

+2

Strength

+1

Dexterity
Constitution

+2

+4

Intelligence

+4

Wisdom

-1

Charisma

CONSTITUTION

Hit Point Maximum 10

CURRENT HIT POINTS

SAVING THROWS

INTELLIGENCE

14
+2
WISDOM

14
+2
CHARISMA

8
-1

+3

Acrobatics (Dex)

+2

Animal Handling (Wis)

+4

Arcana (Int)

+2

Athletics (Str)

-1

Deception (Cha)

+2

History (Int)

+2

Insight (Wis)

-1

Intimidation (Cha)

+2

Investigation (Int)
Medicine (Wis)

Total

NAME

+4

Nature (Int)

+4

Perception (Wis)

-1

Performance (Cha)

-1

Persuasion (Cha)

+2

Religion (Int)

+1

Sleight of Hand (Dex)

+1

Stealth (Dex)

+2

Survival (Wis)

Lack of action in certain


situations

DEATH SAVES

D20+2

D6+2

FLAWS

Stones Endurance:
You can focus yourself to occasionally shrug off injury.
When you take damage, you can use your reaction to
roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total.
After you use this trait, you cant use it again until you
finish a short or long rest.
Powerful Build:
You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Mountain Born:
Youre acclimated to high altitude,
including elevations above 20,000 feet. Youre also
naturally adapted to cold climates.

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

Light & Medium Armor


Clubs, Daggers, Darts,
Javelins, Maces, Quarterstaffs,
Scimitars, Sickles, Slings &
Spears
Herbalism Kit, Navigator's
Tools, Vehicles (Water)

BONDS

ATK BONUS DAMAGE/TYPE

Scimitar

OTHER PROFICIENCIES & LANGUAGES

FAILURES

HIT DICE

+2

Common, Giant, Druidic

Nature

SUCCESSES

D8

SKILLS

14

IDEALS

TEMPORARY HIT POINTS

14
+2

Balance, Preservation

10

CP

SP

EP

GP

10

PP

Leather Armor (11+Dex


AC)
Shield (+2 AC)
Explorers Pack:
Backpack, Bedroll, Mess
Kil, Linderbox, Torches
(10), Days of Rations (10),
Waterskin, Hempen Rope
(50 ft.) Silk Rope (50 ft.)
Druidic Focus
Belaying Pin, Lucky
Charm, Common Clothes

Druidic:
You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden
messages. Vou and others who know this language
automatically spot such a message. Others spot lhe
message's presence with a successful DC 15 Wisdom
(Perception) check but can't decipher it without magic.
Ship's Passage:
When you need to, you can secure free passage on
a sailing ship for yourself and your adventuring
companions. Vou might sail on the ship you served
on, or another ship you have good relations with
(perhaps one captained bya former crewmate).
Because you're calling in a favor, you can't be certain
of a schedule or route that wiII meet your every need.
Your Dungeon Master wiII determine how long it takes
to get where you need to go. In return for your free
passage, you and your companions are expected to
assist the crew during the voyage.

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

Illidan ''Rockjaw'' Kalaenova


CHARACTER NAME

25

8 ft.

AGE

HEIGHT

130 kg.
WEIGHT

Green

Grey

Brown

EYES

SKIN

HAIR

The Emerald Enclave is a far-ranging group that


opposes threats to the natural world and helps others
survive the many perils of the wild. A ranger might be
hired to lead a caravan through a treacherous
mountain pass or the frozen tundra of Icewind Dale. A
druid might volunteer to help a small village prepare
for a long, brutal winter. Barbarians and witches who
live like hermits most of the year might defend a town
against marauding orcs or barbarians. Members of
the Emerald Enclave know how to survive, and more
importantly, they want to help others do the same.
They are not opposed to civilization or progress, but
they strive to prevent civilization and the wilderness
from destroying one another.

NAME

Members of the Emerald Enclave are spread far and


wide, and usually operate in isolation. They learn to
depend on themselves more than others. Survival in
a harsh world also demands great fortitude and
mastery of certain fighting and survival skills.
Members of the Enclave who dedicate themselves to
helping others survive the perils of the wilderness are
more social than others who are charged with
defending sacred glades and preserving the natural
balance.
CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

Grown up in a clan in the


Greypeak Mountains, always
had an affinity for nature and
living things. Curious to study
nature, and potentially
balance it by removing
unnatural threats.
To travel, study other races
and make money, left the clan
and signed up on a trade
vessel (The Blythe) to help
manning the ship. Proved
very useful for his ability to
accurately predict weather,
fend off pirates and wood
repairs.

ADDITIONAL FEATURES & TRAITS

Back ashore after a few years


of traveling to distant shores,
decided to travel further on
foot to discover
inland/belowland nature.

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Emerald Enclave

SYMBOL

Druid
SPELLCASTING
CLASS

CANTRIPS

Wisdom

D8+4

+4

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

1. Druidcraft

2. Thorn Whip

SPELL
LEVEL

SLOTS TOTAL

ED

EPAR

PR

SLOTS EXPENDED

Cure Wounds

Phaerie Fire

SPELL NAME

Thunderwave

SPELLS KNOWN

Fog Cloud
Create or Destroy Water

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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