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Karrick Wolfbane

Karrick Wolfbane

Little is known about Karrick Wolfbane. He will tell you the same if you ask. Karrick has forgotten most of his early life over the last century and a half. Having put himself in exiled isolation over 100 years ago with no contact to the outside world or civilization will do that to one’s mind. But what Karrick does remember he is much obliged to tell his tell over dried meats and tea.   Karrick Wolfbane son of Marrick and Edith Wolfbane of the small hunter Clan, Iron Arrow, of hill dwarves now long since wiped out unbeknownst to him. His father the leader of the Iron Arrows was a strong, humble chief and great leader. Both him and Edith were much loved and respected. Known for always providing for anyone in need and helping the clan prosper overall. Marrick was not only an excellent leader but an excellent father, teaching Karrick at a very young age how to read the land and hunt. Karrick caught on quickly and was leading his own hunting parties as well as solo hunts at a very young age. Marrick taught Karrick that the wild is a primal place where only the strong survive to continue into the new season, but at the same time the wild should be respected. For as the wild provides for them, they provide for the wild. Karrick took this to heart, being sure to only to take what is needed and to return what is not whenever possible.   One day when Karrick was out on a hunt, somewhere between the age of 15 to 20. He came across a snow white dire wolf caught in a trap and very badly hurt. Karrick had never seen such a sight, a snow white dire wolf, most defiantly a one and a million creature. Again, being taught to only take to what you need and let nothing spoil he knew that not only would his clan not have any use for this wolf, but his rarity is something that shouldn’t be killed. He freed the wolf from the trap and nursed it back to health over the course of a few days. As Karrick did this he was feeling strange energies emanating from the wolf and being absorbed into his own being. A sensation that he had never felt before. When the wolf regained its health Karrick released it, only the wolf didn’t run off. Fearing that the wolf would attack Karrick quickly readied his weapon. The wolf circled Karrick for what felt like an eternity and as it did Karrick started to notice something. The wolf began to change into a tall, muscular human man. The man had hair as white as snow and eyes blue as the sky itself. The man wore a long robe of some type of fur that Karrick had never seen before. The man spoke in dwarven and introduced himself as Silvanus, the Forest Father, and he was very thankful to Karrick for the kindest and respect he showed him. The man then went on to explain that he had given a gift to Karrick, the gift of the forest. That Karrick now had the powers of the forest at his will. He could shape his body into all manner of beasts, he could call upon the fey and fairy to add him in need, he could will the power of nature itself to do amazing things. He could also commune with the animals of the wild, for they would now look upon him as their savior. To Karrick, at such a youthful age, sounded like an amazing gift and graciously accepted.   Karrick loved his newly gifted powers. He was able to almost single handedly keep his clan fed. He enjoyed conversing with the creatures of the forest to learn more about the wilds. But love slowly turned into hatred. He slowly began to see his powers as more as a burden than a gift. As time went on the constant visits by small woodland creatures for temporary sanctuary or to give a complaint about whatever was the new alpha predator over stepping bounds became a nuisance not only on him but also his clan. Having a small village overrun with small animals is not fun. With the growing annoyance from his clan and his slow building hatred of his powers Karrick decided to exile himself far away from civilization so his powers would never be a burden on anyone ever again.

Physical Description

Special abilities

Wild Shape Options:   CR0
  • Cat
  • Crab
  • Deer
  • Frog
  • Goat
  • Hyena
  • Lizard
  • Octopus
  • Quipper
  • Rat
  • Spider
  • Weasel
  CR 1/8
  • Giant Weasel
  • Mastiff
  • Mule
  • Poisonous Snake
  CR 1/4
  • Boar
  • Constrictor Snake
  • Cow
  • Draft Horse
  • Riding Horse
  • Wolf
  CR 1/2
  • Black Bear
  • Crocodile
  • Warhorse
  CR 1
  • Giant Hyena
  • Tiger
Year of Birth
166 A.E. 135 Years old
Children

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Character Portrait image: by @Cheshireviqq

Karrick Wolfbane

Druid - Circle of the Moon 5 Class & Level
Background
Human Race
Any Alignment

Strength 10
+0
Dexterity 13
+1
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 8
-1
Total Hit Dice 5
Hit Die 1d8+3
3 proficiency bonus
16 Passive perception
0 Strength
1 Dexterity
3 Constitution
4 Intelligence
6 Wisdom
-1 Charisma
saving throws
1 Acrobatics
6 Animal Handling
1 Arcana
3 Athletics
-1 Deception
1 History
3 Insight
-1 Intimidation
1 Investigation
3 Medicine
1 Nature
6 Perception
-1 Performance
-1 Persuasion
1 Religion
1 Sleight of Hands
1 Stealth
6 Survival
skills
14
AC
48
Hit Points
1
Initiative
25ft
Speed
ARMOR:
Light Armor, Medium Armor, Shields

WEAPONS:
Battleaxe, Club, Dagger, Dart, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear, Warhammer

TOOLS:
Brewer's Supplies, Herbalism Kit, Pan Flute

LANGUAGES:
Common, Druidic, Dwarvish, Giant
Proficiencies
Attacks
Spellcasting PHB66
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 14, Spell Attack +6) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Racial Features

DarkvisionPHB20
You can see in darkness (shades of gray) up to 60 ft.

Dwarven Resilience PHB20
You have advantage on saves against poison and resistance against poison damage.

Dwarven Combat Training PHB20
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency PHB20
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning PHB20
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.

Dwarven Toughness PHB20
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Class Features

Druidic
You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Wild Shape
At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest.

Your druid level determines the beasts you can turn into. You can stay in this form 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 may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.

While transformed, the following rules apply:

  • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.

  • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.

  • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.

  • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.


Combat Wild Shape
At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.

Additionally, when 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
At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.

At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).
Features & Traits
This article has no secrets.

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