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Harnan

Harnan

Firbolg Race
Origin
Druid(Shepherd) 6 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 4
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+3 Arcana
+1 Athletics
+0 Deception
+1 History
+10 Insight
+0 Intimidation
+1 Investigation
+4 Martial
+4 Medicine
+1 Nature
+7 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
17
Armor Class
48
Hit Points
+2
Initiative
30
Speed
Attacks
Animal Handling, Arcana, Insight(Expertise), Perception
Proficiences
---Cantrips---
Create Bonfire
Guidance
Magic Stone

---Prepared Spells---
  • First Level
  • Absorb Elements, Cure Wounds, Faerie Fire, Healing Word, Ice Knife

  • Second Level
  • Enlarge/Reduce, Healing Spirit, Hold Person

  • Third Level
  • Conjure Animals
    Spellcasting
    CURRENCY:
    23 Gold 8 Silver
    1 Emerald

    1x Potion of Healing

    1x wooden shield
    1x Quarterstaff
    1x Studded Leather
    1x Explorer's pack
    1x Druid Focus
    Equipment
    The Mad Man
    Stat Array
    Languages: Common, Elven, Giant, Sylvan

    Madman
    15 / 15 / 14 / 11 / 11 / 10

    11 / 14 / 15 / 10 / 15 / 10

    12 / 15 / 16 / 11 / 17(+2 Cap) / 10

    Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

    Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

    Languages. You can speak, read, and write Common, Elven, and Giant

    Level 1 Feat: Skill Expert
    TCE
    p80
    You have honed your proficiency with particular skills, granting you the following benefits:
    Increase one ability score of your choice by 1, to a maximum of 20.
    You gain proficiency in one skill of your choice.
    Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

    Level 4: ASI 1 Int, 1 Wis

    Level 5: War Caster
    Class/Racial Features & Traits
    Children

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