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Mebarak

Mebarak's home finest in the oasis was destroyed by orcish band and human exploration. He struggles to reconcile his past with his higher ideals.
Species
Ethnicity
Children
Aligned Organization
Other Affiliations

Items of Note


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Mebarak

Druid 3 Class & Level
Hermit Background
Rock Gnome Race
Chaotic Good Alignment

Strength 12
+1
Dexterity 16
+3
constitution 14
+2
intelligence 19
+4
wisdom 16
+3
charisma 14
+2
Total Hit Dice 3
Hit Die 1d8+2
2 proficiency bonus
13 Passive perception
1 Strength
3 Dexterity
2 Constitution
6 Intelligence
5 Wisdom
2 Charisma
saving throws
3 Acrobatics
3 Animal Handling
6 Arcana
1 Athletics
2 Deception
4 History
3 Insight
2 Intimidation
4 Investigation
5 Medicine
6 Nature
3 Perception
2 Performance
2 Persuasion
6 Religion
3 Sleight of Hands
3 Stealth
5 Survival
skills
19
AC
18
Hit Points
3
Initiative
25
Speed
Tool Proficiencies: Herbalism Kit; Tinker's Tools

Weapon Proficiencies: Club; Dagger; Dart; Javelin; Mace; Quarterstaff; Scimitar; Sickle; Sling; Spear

Armor Proficiencies: Light; Medium; Shields

Language Proficiencies: Common; Druidic; Gnomish; Primordial
Proficiencies
Boomerang 1d20+3 1d4+3 bludgeoning Attacks

Spellcasting
Backpack (1)
Bedroll (1)
Boomerang (1)
Leather (1)
Common Cloths (1)
Mess kit (1)
Rations (10)
Rope, hempen (1)
Scimitar (1)
Tinderbox (1)
Torch (10)
Waterskin (1)
Wooden staff (1)
Saddle Bags (1)
Herbalism Kit (1)
Winter Blanket (1)
Dagger (1)
Turtle Shield (1)
Javelin (1)
Equipment
Good-hearted, but often oblivious to the feelings of others.

More likely to miss a good chance to stay quiet than a good joke.
Personality Traits
Race equality, environmentalism, every living thing is good at it's core. All beauty must die. Seizing the means of magic.
Ideals
Mebarak's home fanest in the oasis was destroyed by orkish band and human exploration. He struggles to reconcile his past with his higher ideals.
Bonds
Oblivious to others feelings. Talks too much, 'ivory tower' syndrome.
Flaws
Darkvision: 60 ft.

---------------Actions--------------
Wild Shape:
You can transform into a beast you have seen with CR 1/4 and no flying or swimming speed (lasts 1 hour, use twice/rest).

-----------Other Traits------------
Artificer's Lore:
Add 2X prof bonus on magical, alchemical, or technological item-related history checks.

Druidic:
You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.

Gnome Cunning:
Advantage on INT, WIS, and CHA saves against magic.

Natural Recovery:
During short rest, recover 1 spell slots less than 6th level.

Tinker:
Construct tiny clockwork devices.

Discovery:
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. You discovered the power of narcotic plants and substances. Once per long rest, you can ingest a narcotic then make a relevant skill check for the information you wish to learn (ie Insight) then add 1d6 to the result. The act however, takes 8 hours and is the equivalent of a moderate sleep.
Features & Traits

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