Advertisement
Bok_Choi

Sigurgarður Hrafnkelsson

Sep 3rd, 2019
159
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.58 KB | None | 0 0
  1. ~ General Info ~
  2. Class: Druid: Circle of Spores
  3. Race: Loxodon
  4. Name: Sigurgarður Hrafnkelsson (Sig)
  5. Sex: M
  6. Alignment: Lawful Neutral
  7. Age: 120
  8. Background: Outlander
  9. Saving Throws: Intelligence, Wisdom
  10. Skill proficiencies: Athletics, Survival, Medicine, Perception
  11. Tool proficiencies: Light armor, medium armor, shields, flute, Herbalism Kit
  12. Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  13. Languages: Common, Loxodon, Undercommon
  14. Proficiency Bonus: 2
  15.  
  16.  
  17. ~Race Features:~
  18.  
  19. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  20.  
  21. Loxodon Serenity: You have advantage on saving throws against being charmed or frightened.
  22.  
  23. Natural Amour: You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. A shield's benefits apply as normal while you use your natural armor.
  24.  
  25. Trunk: You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
  26.  
  27. Keen Smell: Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
  28.  
  29.  
  30. ~Background~
  31.  
  32. Origin: Guide
  33. Feature: Wanderer
  34. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  35. Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
  36. Ideal: Nature: The natural world is more important than all the constructs of civilization.
  37. Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
  38. Flaw: I am too enamored of ale, wine, and other intoxicants.
  39.  
  40.  
  41. ~Class Features:~
  42.  
  43. Spellcasting:
  44. Cantrips: 2 + 1 (Shillelagh, Chill Touch, Poison Spray)
  45. Slots: 4 first level, 2 second level
  46. Spells prepared: 7 (Healing Word, Detect Magic, Faerie Fire, Speak with Animals, Heat Metal, Moonbeam, Darkvision)
  47. Spell Save DC: 14
  48. Spell Attack Mod: 6
  49.  
  50. Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before, You can use this feature twice. You regain expended uses when you finish a short or long rest.
  51.  
  52. ~Circle of Spores~
  53. Halo of Spores: Starting at 2nd level, you are surrounded by invisible. necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal ld4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to ld6 at 6th level, ld8 at 10th level, and 1d10 at 14th level.
  54.  
  55. Symbiotic Entity: At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
  56. When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  57. Your melee weapon attacks deal an extra ld6 poison damage to any target they hit.
  58. These benefits last for 10 minutes. until you lose all these temporary hit points, or until you use your Wild Shape again.
  59.  
  60.  
  61. ~Stats: (11, 12, 12, 12, 15, 18)~
  62. Strength: 12 (+1)
  63. Dexterity: 12 (+1)
  64. Constitution: 17 (+3)
  65. Wisdom: 19 (+4)
  66. Intelligence: 12 (+1)
  67. Charisma: 11 (0)
  68.  
  69. Level: 3
  70. HP: 28
  71. AC: 17 (Natural Armour + shield)
  72. GP: 10
  73.  
  74. Hit: 1d20+3 (Scimitar) 1d20+6 (spell) Damage: 1d6+1 (Scimitar)
  75.  
  76. Inventory: Wooden shield, scimitar, leather armor, explorer’s pack, an ancient shark tooth necklace, a staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes,
  77.  
  78. Backstory
  79.  
  80. Sigurgarður Hrafnkelsson is the last of his family. Once residents of the Sunspot, he was away at school when everything happened. He could only watch in horror as the sun engulfed the city from afar. He never heard from any of his family again.
  81. Using the type of nature magic that had been passed down through the generations, he found a kind of… Pleasure in some of it. Not the type of pleasure his family probably intended though. Regardless, it got him through the tough times immediately following the sunburst.
  82. Being one of the few long-lived surface dwellers, and one who moved into the Tower, then the Acceptance projects early on, he’s seen the city grow and develop in response to the tragedy. Sometimes it’s for the better, but often it’s for the worse. Now he makes his money as a guide, taking pride in knowing the quickest way from place to place, and - more importantly - smuggling exiled surface-dwellers down to the relative safety of the tower… Provided they can pay the right price.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement