Grave Halifax
Circle of the Moon Druid
Mental characteristics
Personal history
Education
Disguise Kit
Disguise Kit
Components. Cosmetics, hair dye, small props, a few pieces of clothing.
Deception. In certain cases, a disguise can improve our ability to weave convincing lies.
Intimidation. The right disguise can make you look more feasome, whether you want to scare someoe away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance.A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts o persuade other are often more effective.
Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Activity | DC |
---|---|
Cover injuries or distinguishing marks | 10 |
Spot a disguise being used by someone else | 15 |
Copy a humanoid's appearance | 20 |
Herbalism Kit
Herbalism Kit
Components. Pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
Activity | DC |
---|---|
Find plants | 15 |
Identify poison | 20 |
Thieves' Tools
Thieves' Tools
Components. Small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone's attempt to discover or disable the trap. The trap deal damage appropriate to the materials used in crafting it (such as a poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Activity | DC |
---|---|
Pick a lock | Varies |
Disable a trap | Varies |
Social
Religious Views
Social Aptitude
Druidic
Infernal
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