RwR - Druid

Sulac Sep 29th, 2016 (edited) 71 Never
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  1. Name: Egom Berneth
  2. Played by: Sumireko Usami
  3. Race: Hill Dwarf
  4. Class: Druid
  5. Alignment: Lawful Good
  6. Size: Medium
  7. Background: Hermit
  8. Life of Seclusion: I was a pilgrim in search of a person, place, or relic of spiritual significance.
  10. ABILITY SCORES                  SKILLS
  11. STR: 11  +0                     Acrobatics (DEX)        +0
  12. DEX: 11  +0                     Animal Handling (WIS)   +4
  13. CON: 14  +2                     Arcana (INT)            +1
  14. INT: 12  +1                     Athletics (STR)         +0
  15. WIS: 18  +4                     Deception (CHA)         +0
  16. CHA: 11  +0                     History (INT)           +1
  17.                                 Insight (WIS)           +4
  18. PROFICIENCY: +2                 Intimidation (CHA)      +0
  19.                                 Investigation (INT)     +1
  20. SAVING THROWS                   Medicine (WIS)          +6 (PROF)
  21. STR: +0                         Nature (INT)            +3 (PROF)
  22. DEX: +0                         Perception (WIS)        +4
  23. CON: +2                         Performance (CHA)       +0
  24. INT: +3 (PROF)                  Persuasion (CHA)        +0
  25. WIS: +6 (PROF)                  Religion (INT)          +3 (PROF)
  26. CHA: +0                         Sleight of Hand (DEX)   +0
  27.                                 Stealth (DEX)           +0
  28. PASSIVE INSIGHT:    14          Stonecunning (INT)      +5 (EXP)
  29. PASSIVE PERCEPTION: 14          Survival (WIS)          +6 (PROF)
  32. Common, Dwarvish, Giant
  33. Herbalism Kit
  34. Light, Medium Armor, Shields
  35. Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
  37. MOVEMENT: 25
  38. HIT POINTS: 11
  39. ARMOR CLASS: 11
  40. HIT DICE: 1d8
  43. WEAPONS   - TO HIT -  DAMAGE  -   RANGE  -    TYPE     - SPECIAL
  44. Scimitar  -   +3   -  1d6+1   -     5    -  Slashing   - Finesse, Light
  45. Greatclub -   +3   -  1d8+1   -     5    - Bludgeoning - Two-Handed
  47. SPELLS
  49. Mending
  50. - Casting Time: 1 minute
  51. - Range: Touch
  52. - Components: Verbal, Somatic, Material (two lodestones)
  53. - Duration: Instant
  54. - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  55. Poison Spray
  56. - Casting Time: 1 action
  57. - Range: 10 ft
  58. - Components: Verbal, Somatic
  59. - Duration: Instant
  60. - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
  62. 1ST LEVEL (2 SLOTS)
  63. Animal Friendship
  64. - Casting Time: 1 action
  65. - Range: 30 ft
  66. - Components: Verbal, Somatic, Material (a morsel of food)
  67. - Duration: 24 hours
  68. - This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.  When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
  69. Entangle
  70. - Casting Time: 1 action
  71. - Range: 90 ft
  72. - Components: Verbal, Somatic
  73. - Duration: Concentration - 1 min
  74. - Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
  75. Faerie Fire
  76. - Casting Time: 1 action
  77. - Range: 60 ft
  78. - Components: Verbal
  79. - Duration: Concentration - 1 min
  80. - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
  81. Jump
  82. - Casting Time: 1 action
  83. - Range: Touch
  84. - Components: Verbal, Somatic, Material (a grasshopper’s hind leg)
  85. - Duration: 1 minute
  86. - You touch a creature. The creature’s jump distance is tripled until the spell ends.
  87. Thunderwave
  88. - Casting Time: 1 action
  89. - Range: Self (15ft cube)
  90. - Components: Verbal, Somatic
  91. - Duration: Instant
  92. - A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  94. Spell Save DC = 8 + Proficiency(+2) + Wisdom Mod(+4) = 14
  95. Spell Attack Modifier = Proficiency(+2) + Wisdom Mod(+4) = +6
  97. FEATS
  98. Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  99. Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
  100. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  101. Discovery - The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
  102. Druidic - You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
  105. CASH: 35 GP
  106. WEIGHT: 91 lb / 180 lb
  107. Leather Armor - Light armor, 11 + DEX mod AC - 10 lb
  108. Scimitar - 1d6 slashing damage, Finesse, Light - 3 lb
  109. Greatclub - 1d8 bludgeoning damage, Two-Handed - 10 lb
  110. Druidic Focus (Totem) - A druid can use such an object as a spellcasting focus.
  111. Backpack - Carries things, we're ignoring capacity. - 5 lb
  112. Bedroll - For sleeping in. - 7 lb
  113. Mess Kit - This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. - 1 lb
  114. Tinderbox - Using it to light a torch or anything else with abundant, exposed fuel takes an action. Lighting any other fire takes 1 minute. - 1 lb
  115. Torches (10) - A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. - 1 lb ea. (10 lb total)
  116. Rations (10 days) - Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - 2 lb ea. (20 lb total)
  117. Waterskin - Carries 4 pints of liquid - 5 lb (full)
  118. Hempen Rope (50 ft) - Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. - 10 lb
  119. A scroll case stuffed full of notes from your studies or prayers
  120. Winter Blanket - Extra thick - 3 lb
  121. Common Clothes - 3 lb
  122. Herbalism Kit -  This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. - 3 lb
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