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2 posters

    Sjon Barker - Variant Human Druid

    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Sjon Barker - Variant Human Druid

    Post  Josef909 Sun Aug 19, 2018 3:51 pm

    Human Male Druid
    Level: 8
    Age: 36
    Speed: 30
    Alignment: Neutral Good
    Background: Hermit

    STR 10 (0)
    DEX 14 (+2)
    CON 16 (+3)
    INT 8 (-1)
    WIS 20 (+5)
    CHA 8 (-1)

    Saves: INT +2 WIS +8

    HP: 57 (8d8 HD)
    AC: 16

    Proficiency Bonus: +3
    Initiative: +2
    Pass Percept: 15

    Languages: Common, Druidic, Sylvan, Primordial

    Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools

    Skills:
    Arcana +2
    Medicine +8
    Perception +8
    Religion +2
    Survival +8

    Features and traits:

    Feat: Warcaster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    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.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
    Level 8, Max CR 1,  
    -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    -Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
    -When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    -You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
    -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    -You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 2)

    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Spell Save DC: 16
    Spell Attack: +8

    Cantrips: (3 known)
    Druidcraft, Mending, Poison Spray

    Prepared: (13)
    Slots: 4/3/3/2
    1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
    2nd:  Healing Spirit, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Water Breathing, Tidal Wave
    4th: Freedom of Movement, Control Water, Polymorph

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge

    Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
    Gold: 500


    Last edited by Josef909 on Mon Aug 20, 2018 11:17 am; edited 5 times in total
    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Josef909 Sun Aug 19, 2018 3:51 pm

    Sjon Barker was raised in the puddles, a humble fishing village in the vast intercontinental archipelago of the seas.  His upbringing was relatively normal and he had ample time to become a harmonious servant of nature as an initiate of the Emerald Enclave.  

    As a young adult searching for a certain joie de vivre that the puddles could not offer, he joined the crew of the Wandering Mary.  A proper pirate ship captained by a kind, if not demanding, privateer.  During one particular hunt, they located their quarry as the seas began to churn and a storm began brewing in the distance.  As the chase went on, their prey fled to the forming tempest, gambling that their larger ship could endure the storm as cover to escape the Mary.

    The crew of the Mary were headstrong and hungry, and their desire to capture what was rumored to be a prize large enough to fund a lifetime of high society could not be dissuaded.  They foolishly followed into the tempest.  The seas  were heaving and the wind was enough to drive the rising sea spray into what felt like nails flying sideways.  A grand gust rose up before the crew of the Mary could raise sails, tearing the mizzenmast from its footing and punching holes into their hull.

    Most of the events are a blur to Sjon anymore.  He remembers being below deck, desperately trying to patch the holes so he could begin removing the water that was pouring into the lower levels of the Mary.  He remembers getting tangled up in the floating rigging that typically hung from the walls and swallowing mouthfuls of salty sea water as he desperately gulped for air.  He remembers all the cargo and stores being tossed around by the power of the waves above.  Then....darkness.

    He found himself washed ashore a small island.  Could have been the edge of the world for all Sjon knew.  He sustained himself well enough to survive until he caught the attention of a passing cargo ship.  He bargained his way onto the ship, offering labor in exchange for a ride to their next harbor.  

    Sjon vowed to never again subcumb to the whims of nature again, opting to master the most violent and dangerous aspects of it's wrath.

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge


    Last edited by Josef909 on Thu Apr 30, 2020 1:40 pm; edited 3 times in total
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue35/35Sjon Barker - Variant Human Druid Empty_bar_bleue  (35/35)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue0/0Sjon Barker - Variant Human Druid Empty_bar_bleue  (0/0)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Chris Sun Aug 19, 2018 3:54 pm

    Nice start!
    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Josef909 Mon Oct 15, 2018 11:25 pm

    Human Male Druid
    Level: 9
    Age: 36
    Speed: 30
    Alignment: Neutral Good
    Background: Hermit

    STR 10 (0)(+1 with Helm)
    DEX 14 (+2)
    CON 16 (+3)
    INT 8 (-1)
    WIS 20 (+5)
    CHA 8 (-1)

    Saves: INT +3 WIS +9

    HP: 65(+7 with Helm) (9d8 HD)
    AC: 16

    Proficiency Bonus: +4
    Initiative: +2
    Pass Percept: 15

    Languages: Common, Druidic, Sylvan, Primordial

    Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools

    Skills:
    Arcana +3(+5 with staff)
    Medicine +9
    Perception +9
    Religion +3
    Survival +9

    Features and traits:

    Feat: Warcaster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    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.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
    Level 8, Max CR 1,  
    -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    -Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
    -When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    -You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
    -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    -You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 2)

    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Spell Save DC: 17
    Spell Attack: +9

    Cantrips: (3 known)
    Druidcraft, Mending, Poison Spray

    Prepared: (14)
    Slots: 4/3/3/3/1
    1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
    2nd:  Flaming Sphere, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Water Breathing, Tidal Wave
    4th: Freedom of Movement, Control Water, Polymorph
    5th: Mass Cure Wounds

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge

    Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
    Gold: 500

    Staff of Arcane Defense – 6 charges (1d4 per day recharge)
    Shield = 2 charges
    mage armor = 1 charge
    +2 arcane checks

    Helm of the Brute
    Your maximum hit points are increased by +7.
    Your Strength ability score is increased by +1.

    edited for loot
    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Josef909 Mon Mar 04, 2019 9:11 pm

    Human Male Druid
    Level: 10
    Age: 36
    Speed: 30
    Alignment: Neutral Good
    Background: Hermit

    STR 10 (0)(+1 with Helm)
    DEX 14 (+2)
    CON 16 (+3)
    INT 8 (-1)
    WIS 20 (+5)
    CHA 8 (-1)

    Saves: INT +3 WIS +9

    HP: 73(+7 with Helm) (10d8 HD)
    AC: 16

    Proficiency Bonus: +4
    Initiative: +2
    Pass Percept: 15

    Languages: Common, Druidic, Sylvan, Primordial

    Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools

    Skills:
    Arcana +3(+5 with staff)
    Medicine +9
    Perception +9
    Religion +3
    Survival +9

    Features and traits:

    Feat: Warcaster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    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.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
    Level 8, Max CR 1,  
    -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    -Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
    -When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    -You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
    -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    -You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 2)

    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shape
    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Amona Ahna's blessing - Watery Defense
    You gain the ability to defend yourself by momentarily assuming a watery form. As a Reaction, when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your Druid level plus your Wisdom score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or a long rest.

    Spell Save DC: 17
    Spell Attack: +9

    Cantrips: (4 known)
    Druidcraft, Mending, Poison Spray

    Prepared: (14)
    Slots: 4/3/3/3/2
    1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
    2nd:  Flaming Sphere, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Water Breathing, Tidal Wave
    4th: Freedom of Movement, Control Water, Polymorph
    5th: Mass Cure Wounds

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge

    Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
    690 Gold
    10 Platinum
    1 pale green zircon worth 50 gp
    1 pearl (100gp)
    Collected writings of a controversial Druid

    Staff of the Woodlands
    Staff, rare (requires attunement by a druid)
    This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
    The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
    Spells: You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
    You can also use an action to cast the pass without trace spell from the staff without using any charges.
    Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
    The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

    Helm of the Brute
    Your maximum hit points are increased by +7.
    Your Strength ability score is increased by +1.

    Pearl of Power
    Requires Attunement by a Spellcaster
    While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

    3 Attuned items: Pearl of Power, Staff of the Woodlands, +1 Ring of Protection
    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Josef909 Tue May 05, 2020 12:06 am

    Human Male Druid
    Level: 11
    Age: 36
    Speed: 30
    Alignment: Neutral Good
    Background: Hermit

    STR 10 (0)(+1 with Helm to make +1)
    DEX 14 (+2)
    CON 16 (+3)
    INT 8 (-1)
    WIS 20 (+5)
    CHA 8 (-1)

    Saves: INT +3 WIS +9

    HP: 91(+7 with Helm to make 98) (11d8 HD)
    AC: 16

    Proficiency Bonus: +4
    Initiative: +2
    Pass Percept: 15

    Languages: Common, Druidic, Sylvan, Primordial

    Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools

    Skills:
    Arcana +3(+5 with staff)
    Medicine +9
    Perception +9
    Religion +3
    Survival +9

    Features and traits:

    Feat: Warcaster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    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.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
    Level 8, Max CR 1,  
    -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    -Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
    -When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    -You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
    -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    -You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 3 @ 11th level)

    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shape
    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Amona Ahna's blessing - Watery Defense
    You gain the ability to defend yourself by momentarily assuming a watery form. As a Reaction, when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your Druid level plus your Wisdom score (11+5), and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or a long rest.

    Spell Save DC: 17
    Spell Attack: +9

    Cantrips: (4 known)
    Druidcraft, Guidance, Mending, Poison Spray,

    Prepared: (16)
    Slots: 4/3/3/3/2/1
    1st: Goodberry, Healing Word, Faerie Fire
    2nd: Flaming Sphere, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Water Breathing, Tidal Wave
    4th: Control Water, Polymorph, Wall of Fire
    5th: Maelstrom, Mass Cure Wounds
    6th: Heroes Feast, Heal (Travel via Plants will replace Heal during the Groms/Kobold transition)

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge

    Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
    690 Gold (+2000G)(3000 stashed@ Torts)
    10 Platinum (+500P)(3000 stashed@ Torts)
    1 pale green zircon worth 50 gp
    1 pearl (100gp)
    4 Gems worth 5,000GP each (Tort)
    Collected writings of a controversial Druid

    Staff of the Woodlands
    Staff, rare (requires attunement by a druid)
    This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
    The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
    Spells: You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
    You can also use an action to cast the pass without trace spell from the staff without using any charges.
    Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
    The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

    Helm of the Brute
    Your maximum hit points are increased by +7.
    Your Strength ability score is increased by +1.

    Pearl of Power
    Requires Attunement by a Spellcaster
    While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

    3 Attuned items: Pearl of Power, Staff of the Woodlands, +1 Ring of Protection
    Quartermaster's Bag (4,650GP@Tort)
    Josef909
    Josef909


    Posts : 848
    Join date : 2017-09-22

    Character Information
    Hit points:
    Sjon Barker - Variant Human Druid Left_bar_bleue86/98Sjon Barker - Variant Human Druid Empty_bar_bleue  (86/98)
    Action Points:
    Sjon Barker - Variant Human Druid Left_bar_bleue11/11Sjon Barker - Variant Human Druid Empty_bar_bleue  (11/11)
    Character Sheet:

    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

    Post  Josef909 Thu Jul 01, 2021 6:32 pm

    Human Male Druid
    Level: 12
    Age: 36
    Speed: 30
    Alignment: Neutral Good
    Background: Hermit

    STR 10 (0)(+1 with Helm to make +1)
    DEX 16 (+3)
    CON 16 (+3)
    INT 8 (-1)
    WIS 20 (+5)
    CHA 8 (-1)

    Saves: INT +3 WIS +9

    HP: 102(+7 with Helm to make 109) (12d8 HD)
    AC: 16

    Proficiency Bonus: +4
    Initiative: +3
    Pass Percept: 15

    Languages: Common, Druidic, Sylvan, Primordial

    Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools

    Skills:
    Arcana +3(+5 with staff)
    Medicine +9
    Perception +9
    Religion +3
    Survival +9

    Features and traits:

    Feat: Warcaster
    You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
    -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    -When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

    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.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
    Level 8, Max CR 1,  
    -You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:
    -Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
    -When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
    -You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
    -You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
    -You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle: Circle of the Moon
    Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 3 @ 11th level)

    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shape
    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Amona Ahna's blessing - Watery Defense
    You gain the ability to defend yourself by momentarily assuming a watery form. As a Reaction, when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your Druid level plus your Wisdom score (11+5), and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or a long rest.

    Spell Save DC: 17
    Spell Attack: +9

    Cantrips: (4 known)
    Druidcraft, Guidance, Mending, Poison Spray,

    Prepared: (16)
    Slots: 4/3/3/3/2/1
    1st: Goodberry, Healing Word, Faerie Fire
    2nd: Flaming Sphere, Lesser Restoration, Gust of Wind
    3rd: Dispel Magic, Water Breathing, Tidal Wave
    4th: Control Water, Polymorph, Wall of Fire
    5th: Maelstrom, Mass Cure Wounds
    6th: Heroes Feast, Heal (Travel via Plants will replace Heal during the Groms/Kobold transition)

    Trait: I am utterly serene, even in the face of disaster
    Ideal: If you know yourself, there's nothing left to know
    Bond: Should my discovery come to light, it could bring ruin to the world
    Flaw: I'd risk too much to uncover a lost bit of knowledge

    Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
    690 Gold (+2000G)(3000 stashed@ Torts)
    10 Platinum (+500P)(3000 stashed@ Torts)
    1 pale green zircon worth 50 gp
    1 pearl (100gp)
    4 Gems worth 5,000GP each (Tort)
    Collected writings of a controversial Druid

    Staff of the Woodlands
    Staff, rare (requires attunement by a druid)
    This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
    The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
    Spells: You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
    You can also use an action to cast the pass without trace spell from the staff without using any charges.
    Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
    The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

    Helm of the Brute
    Your maximum hit points are increased by +7.
    Your Strength ability score is increased by +1.

    Pearl of Power
    Requires Attunement by a Spellcaster
    While this pearl is on your person, you can use an action to speak its Command Word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

    3 Attuned items: Pearl of Power, Staff of the Woodlands, +1 Ring of Protection
    Quartermaster's Bag (4,650GP@Tort)

    Loot at the lair:
    CP: 700
    SP: 7,000
    GP: 16,100
    PP: 1,355

    Gems x10 (1000gp ea.)
    Art objects x5 (250gp ea.)

    Potion of Climbing
    Potion of Healing x3 - 2 to Crispy, 1 to Hawkes
    Potion of Super Haling - 1 to Hawkes
    Potion of Heroism x2
    Potion of Stone Giant Strength
    Scroll of Protection
    Spell Scroll: Armor of Agathys
    Drift Globe
    Bead of Force
    2x Dagger +2 (3d6 poison on successful hit 1/day ea.)
    Rapier +2
    Staff +2
    Instrument of the Bards: Canaith Mandolin

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    Sjon Barker - Variant Human Druid Empty Re: Sjon Barker - Variant Human Druid

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