Stekk

Drude of the groove

Jun 10th, 2019
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  1. NAME: Tarkus Karne LEVEL: 1
  2.  
  3. BACKGROUND: Hermit AGE: somewhere between 50 and 70
  4. CLASS: Druid GENDER: Male
  5. RACE: Scosglen HEIGHT: Tall-ish
  6. Faction: Disciple of the Scéal Fada WEIGHT: Large
  7. LANGUAGES: Common, Druidic, Primordial
  8.  
  9. HP: 11 MOVEMENT: 35
  10. AC: 12 DARKVISION: NOPE
  11. PROF. BONUS: +2 SIZE: Medium
  12. INITIATIVE: +1 HIT DICE:
  13.  
  14.  
  15. EQUIPMENT
  16. -Staff (IT'S A BRANCH)(5gp, 4lbs) -GREATCLUB(HEAVIER BRANCH)(2sp, 10lbs) -Explorer's pack(10gp, 59lbs)
  17. -Leather Armor(10gp, 10lbs) -Scrolls of Study -Winter Blanket (5sp, 3lbs)
  18. -Herbalism Kit(5gp, 3lbs) -ITEM -ITEM -ITEM
  19. -ITEM -ITEM -ITEM -ITEM
  20. -ITEM -ITEM -ITEM -ITEM
  21.  
  22.  
  23. TOTAL WEIGHT: 89lbs
  24. WEALTH: 5gp
  25. EXPERIENCE:
  26.  
  27.  
  28. ABILITY SCORES 15, 14, 13, 12, 10, 8, wis +2, con +1
  29. STR: 13 (+1)
  30. DEX: 12 (+1)
  31. CON: 16 (+3)
  32. INT: 10 (+0)
  33. WIS: 16 (+3)
  34. CHA: 8 (-1)
  35.  
  36.  
  37. SPELL&INFO:
  38. Spell Save DC: 13
  39.  
  40. CANTRIPS
  41. --Shillelagh--
  42. Casting Time: 1 bonus action
  43. Range: Touch
  44. Components: V, S, M
  45. Duration: 1 minute
  46. The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
  47.  
  48. --Guidance--
  49. Casting Time: 1 action
  50. Range: Touch
  51. Components: V, S
  52. Duration: Concentration, up to 1 minute
  53. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
  54.  
  55.  
  56. 1ST LEVEL SPELLS
  57. --Absorb Elements--
  58. Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  59. Range: Self
  60. Components: S
  61. Duration: 1 round
  62. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
  63.  
  64. --Faerie Fire--
  65. Casting Time: 1 action
  66. Range: 60 feet
  67. Components: V
  68. Duration: Concentration, up to 1 minute
  69. 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.
  70. 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.
  71.  
  72. --Healing Word--
  73. Casting Time: 1 bonus action
  74. Range: 60 feet
  75. Components: V
  76. Duration: Instantaneous
  77. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  78.  
  79. --Detect Poison and Disease--
  80. Casting Time: 1 action
  81. Range: Self
  82. Components: V, S, M (a yew leaf)
  83. Duration: Concentration, up to 10 minutes
  84. For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
  85. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  86.  
  87.  
  88. WEAPON ATTACK ROLLS
  89. Spell Attack: d20+5
  90. QUARTERSTAFF: d20+3
  91. GREATCLUB: d20+3
  92.  
  93. DAMAGE ROLLS
  94. QUARTERSTAFF: 1d6b, 1d8b (two handed)
  95. GREATCLUB: 1d8b
  96.  
  97. SKILL ROLLS
  98. [DEX] Acrobatics: d20+1
  99. [WIS] Animal Handling: d20+3
  100. [INT] Arcana: d20+0
  101. [STR] Athletics: d20+1
  102. [CHA] Deception: d20-1
  103. [INT] History: d20+0
  104. [WIS] Insight*: d20+5
  105. [CHA] Intimidation: d20-1
  106. [INT] Investigation: d20+0
  107. [WIS] Medicine*: d20+5
  108. [INT] Nature: d20+0
  109. [WIS] Perception*: d20+5
  110. [CHA] Performance: d20-1
  111. [CHA] Persuasion: d20-1
  112. [INT] Religion*: d20+2
  113. [DEX] Sleight of Hand: d20+1
  114. [DEX] Stealth: d20+1
  115. [WIS] Survival*: d20+5
  116.  
  117. SAVING THROWS
  118. STR: d20+1
  119. DEX: d20+1
  120. CON: d20+3
  121. INT*: d20+2
  122. WIS*: d20+5
  123. CHA: d20-1
  124.  
  125. RACE FEATURES
  126. --Keen Senses--
  127. You have proficiency in the Perception skill.
  128.  
  129. --Fleet of Foot--
  130. Your base walking speed increases to 35 feet.
  131.  
  132. --Mask of the Wild--
  133. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  134.  
  135.  
  136.  
  137. CLASS FEATURES
  138. --Druidic--
  139. 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.
  140.  
  141. --Spellcasting--
  142. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
  143.  
  144. --FACTION FEATURES--
  145. Fury of the Elements
  146. At 1st level, you can cast the spell burning hands without expending a spell slot. You may do this a number of times equal to your proficiency bonus before you must complete a short rest to use it again.
  147.  
  148. BACKGROUND FEATURES
  149. --Feature: Discovery--
  150. 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.
  151.  
  152. Work with your DM to determine the details of your discovery and its impact on the campaign.
  153.  
  154.  
  155. BACKSTORY - Hermit
  156. Specialty: I was searching for spiritual enlightenment.
  157. Trait: I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
  158. Bond: My isolation gave me great insight into a great evil that only I can destroy.
  159. Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
  160. Flaw:I like keeping secrets and won't share them with anyone.
  161.  
  162. Joining his fellow druids in Scoscglen, Tarkus went into hibernation in the forest, lying in wait for a sign of where fate will lead him, when he'd be needed in the fight against the minions of chaos. After years of meditating and seeking to become one with the land, a dream haunted him in the night of his destiny. He was overcome with a cold, unshakable determination to see through this revelation, and not let it go to waste. However, he is under the impression that his dream was only for his eyes to see, and keeping his secret to himself is one of his highest concerns. He fears if anyone else were to learn of it, his revelation would never come true as he's seen it. Tarkus goes to take up arms against the army of hell, determined to seek out the fate that was revealed to him in his dream.
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