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Chandira Kor'Dal

Chandira Kor'Dal

Elf (wood elf) Race
RedWinter Forest Origin
Druid (Shepard) 10 Class & Level
Chaotic Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Chroniclers Coryphee Company

Strength 11
+0
Dexterity 12
+1
constitution 14
+2
intelligence 11
+0
wisdom 22
+6
charisma 10
+0
Total Hit Dice 4
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+4 Constitution
+2 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+6 History
+5 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+7 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
59
Hit Points
+1
Initiative
35
Speed
Attacks
Languages - Common, Elven, Druidic, Sylvan, Deep Speech, Celestial, Primordial, and Giant
Skill Proficiency – Arcana, Medicine, Martial
Skill Expertise- History
Saving Throws - Wisdom, Intelligence
Tool Proficiency - Herbalism kit, Brewer's Supplies
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, longsword, shortsword, shortbow, and longbow
Proficiences
Cantrips:
Shillelagh, Guidance, Magic Stone, Druidcraft, produce flame
1st Level Spells:
Detect magic
cure wounds
healing word
faerie fire
Ice knife
-Healing Word- -Faerie Fire- Feat

2nd Level Spells:
hold person
moonbeam
Lesser restoration

3rd lvl:
conjure animals
dispel magic

4th lvl
Conjure Woodland beings
Spellcasting
wooden shield
Quarterstaff
scale mail , an explorer's pack, and a druidic focus
Long Bow
Silver Dagger
1 diamond incase someone dies
1 alchemy kit
couple sets of elvish clothing
A journal written in elvish
Ancient Yanti History Book
7 bottles of healing waters?
clothing covered in mildew
journal from guy


250 gp art objects (×6; worth 1,500 gp total):
Gold ring set with bloodstones, ×2
Silk robe with gold embroidery
Carved ivory statuette
Large well-made tapestry
Box of turquoise animal figurines



A bundle of Teeths and claws
One bunch worth of hide, capable of making one piece of armor
1 potion of cold resistance
I gifted bar of soap!
Biolumi Coral!

275 gold.

2 basic healing potion
Wolfsbane plant . Begonia flowers from the cultist in kit

Potion of investiture of flame
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Antler's of the Deepwood (Chandira)
Wondrous item - Headpiece - Rare - Attunement

These resplendent antlers gleam brilliantly with a golden light. Small sprigs of leaves and plant life intertwine with it both in passing and naturally as they grow the obvious sign of their connection to nature and the fey.

Whispers of the Wild. You can speak, read, and write Sylvan.

Nature's Children. You emanate an aura of serenity to the creatures of your domain. When a beast comes within 30 feet of you for the first time on a turn or starts its turn there, that creature must make a DC 14 Wisdom saving throw or be affected by the animal friendship spell. A beast that succeeds on this check from this item is immune to it for the next 24 hours.

Twisted Bell Staff/ Seasons Staff the Queens Staff
Staff - Druidic Focus - Artifact - Attunement

Invigorated by new power the Elemental stones have changed the nature of the branch into one of opposing elements. The fire side ever sparking, while the ice side gives off a constant stream of cool mist. The staff grown through the flux of power has warped the wood into a straight staff that wraps around the two stones, the once blackened and calcified wood a now snow white with blackened bark ridges.

The branch has 5 charges, and it regains 1d4+1 expended charges daily at dawn. You can use the charges in the following ways while holding it:
Armour of Frost. As a bonus action, you can spend 1 charge to cast a small shield of frost onto an ally within 30 feet. This armor negates 5 of the next elemental type damage that person takes. Elemental damage is Fire, Cold, Radiant, Necrotic, Lightning, Thunder, or Force.

Firebrand. As an action, you can spend 2 charges to enhance the weapons of ally within 30 feet. This adds 1d4 fire damage to that allies physical attacks for the next minute. When you summon a creature or creatures you can spend 2 charges without spending an action to automatically give that creature or creatures this additional damage.

Detecting Tone. As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.

Life's Shield. As an action, you can expend 1 charge to cast protection from evil and good.

Champions item. This item can be upgraded throughout the campaign by its wielder

Equipment
Specialist
Stat Array
resilient con
Children of the Fae
Wood Elf Magic
Skill Expert - History

Insight: 10

You gain the flaw of being extremely claustrophobic. All your attacks have reach (can hit in 10ft), but attacks made to creatures within 5 ft are made at disadvantage and without mods. If you are in a space that does not have a minimum width of 10ft all checks, saves, and attacks are made with disadvantage.

Tattoo gives +1 to wisdom to 22

Class/Racial Features & Traits
Children

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