Jora Opteris Evecta
An Elven man who works with the Verdant Sigil in Oraheim.
Physical Description
General Physical Condition
Race: Wood Elf
Class & Level: Druid 10 (Circle of the Forest)
Alignment: Chaotic Good
ABILITY SCORES & ABILITIES (* includes +4 proficiency bonus; ** includes expertise, if any) Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws +3 ... Athletics Skill * 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift Dexterity 15 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +2 ... Sleight of Hand Skill +2 ... Stealth Skill Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 10 +0 ... Intelligence Ability Checks +4 ... Intelligence Saving Throws * +0 ... Arcana Skill +0 ... History Skill +0 ... Investigation Skill +4 ... Nature Skill * +0 ... Religion Skill Wisdom 20 +5 ... Wisdom Ability Checks +9 ... Wisdom Saving Throws * +9 ... Animal Handling Skill * +5 ... Insight Skill +5 ... Medicine Skill +9 ... Perception Skill * +9 ... Survival Skill * Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +1 ... Deception Skill +1 ... Intimidation Skill +1 ... Performance Skill +1 ... Persuasion Skill COMBAT [PHB p. 189] 19 ... Passive Perception +2 ... Initiative Modifier Armor Class 15 ... Armor worn: leather armor, wooden shield 35 ft. Speed ... Base distance per move 73 hit points ... 10d8 Hit Dice Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d6+2 slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Sling. Ranged Weapon Attack: +6 to hit. Hit: 1d4+2 bludgeoning damage. (Normal range to 30 ft.; disadvantage long range 31 to 120 ft.) Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 17 Constitution saving throw or take 2d12 poison damage. (No damage if made save.) FEATURES, TRAITS, SPECIAL ABILITIES Outlander Background [PHB p. 136] • Feature: Wanderer. • Traits: Can read weather like a book. Submissive nature. • Ideal: The wilds are tough but fair. • Bond: Loves to out-do rivals. • Flaw: Only lives by nature's schedule. Proficiencies & Languages • Proficiency Bonus: +4 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, longbow, longsword, mace, quarterstaff, scimitar, shortbow, shortsword, sickle, sling, spear • Tools: musical instrument (flute) • Saving Throws: Intelligence, Wisdom • Skills: Animal Handling, Athletics, Nature, Perception, Survival • Languages: Common, Elvish, Goblin Wood Elf Traits [PHB p. 23] • Age: 188 years old • Medium Size (5' 9", 205 lbs.) • Darkvision (60 feet) • Elf Weapon Training (swords, bows) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Mask of the Wild (hide outdoors) • Trance (4 hrs. as 8 hrs. sleep) Druid Class Features [PHB p. 65] • Ritual Casting • Wild Shape (max. CR 1, twice betw. short or long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) • Nature's Ward (fey cannot charm; immune poison, disease) Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 17 Constitution saving throw or take 2d12 poison damage. (No damage if made save.) Spellcasting [PHB p. 201] Spell Attack Modifier +9 Spell Save DC 17 Cantrips Known: Guidance, Mending, Poison Spray, Resistance Prepared Spells 1st Level (4 slots): Faerie Fire, Charm Person, Detect Magic, Animal Friendship 2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person, Lesser Restoration 3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Daylight, Meld into Stone 4th Level (3 slots): Divination*, Freedom Of Movement*, Blight, Dominate Beast, Grasping Vine, Confusion 5th Level (2 slots): Commune With Nature*, Tree Stride*, Reincarnate, Antilife Shell EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, dagger, sling and 20 stones, belt pouch, set of traveler's clothes, hunting trap, a staff, trophy from a slain animal. (This load is about 63 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 755 gold pieces (gp 60 silver pieces (sp 67 copper pieces (cp 4 gems (worth 100 gp each)
ABILITY SCORES & ABILITIES (* includes +4 proficiency bonus; ** includes expertise, if any) Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws +3 ... Athletics Skill * 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift Dexterity 15 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +2 ... Sleight of Hand Skill +2 ... Stealth Skill Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 10 +0 ... Intelligence Ability Checks +4 ... Intelligence Saving Throws * +0 ... Arcana Skill +0 ... History Skill +0 ... Investigation Skill +4 ... Nature Skill * +0 ... Religion Skill Wisdom 20 +5 ... Wisdom Ability Checks +9 ... Wisdom Saving Throws * +9 ... Animal Handling Skill * +5 ... Insight Skill +5 ... Medicine Skill +9 ... Perception Skill * +9 ... Survival Skill * Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +1 ... Deception Skill +1 ... Intimidation Skill +1 ... Performance Skill +1 ... Persuasion Skill COMBAT [PHB p. 189] 19 ... Passive Perception +2 ... Initiative Modifier Armor Class 15 ... Armor worn: leather armor, wooden shield 35 ft. Speed ... Base distance per move 73 hit points ... 10d8 Hit Dice Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d6+2 slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Sling. Ranged Weapon Attack: +6 to hit. Hit: 1d4+2 bludgeoning damage. (Normal range to 30 ft.; disadvantage long range 31 to 120 ft.) Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 17 Constitution saving throw or take 2d12 poison damage. (No damage if made save.) FEATURES, TRAITS, SPECIAL ABILITIES Outlander Background [PHB p. 136] • Feature: Wanderer. • Traits: Can read weather like a book. Submissive nature. • Ideal: The wilds are tough but fair. • Bond: Loves to out-do rivals. • Flaw: Only lives by nature's schedule. Proficiencies & Languages • Proficiency Bonus: +4 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, longbow, longsword, mace, quarterstaff, scimitar, shortbow, shortsword, sickle, sling, spear • Tools: musical instrument (flute) • Saving Throws: Intelligence, Wisdom • Skills: Animal Handling, Athletics, Nature, Perception, Survival • Languages: Common, Elvish, Goblin Wood Elf Traits [PHB p. 23] • Age: 188 years old • Medium Size (5' 9", 205 lbs.) • Darkvision (60 feet) • Elf Weapon Training (swords, bows) • Fey Ancestry (vs. charm, no sleep) • Keen Senses (Perception) • Mask of the Wild (hide outdoors) • Trance (4 hrs. as 8 hrs. sleep) Druid Class Features [PHB p. 65] • Ritual Casting • Wild Shape (max. CR 1, twice betw. short or long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) • Nature's Ward (fey cannot charm; immune poison, disease) Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 17 Constitution saving throw or take 2d12 poison damage. (No damage if made save.) Spellcasting [PHB p. 201] Spell Attack Modifier +9 Spell Save DC 17 Cantrips Known: Guidance, Mending, Poison Spray, Resistance Prepared Spells 1st Level (4 slots): Faerie Fire, Charm Person, Detect Magic, Animal Friendship 2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person, Lesser Restoration 3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Daylight, Meld into Stone 4th Level (3 slots): Divination*, Freedom Of Movement*, Blight, Dominate Beast, Grasping Vine, Confusion 5th Level (2 slots): Commune With Nature*, Tree Stride*, Reincarnate, Antilife Shell EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, dagger, sling and 20 stones, belt pouch, set of traveler's clothes, hunting trap, a staff, trophy from a slain animal. (This load is about 63 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 755 gold pieces (gp 60 silver pieces (sp 67 copper pieces (cp 4 gems (worth 100 gp each)
Current Location
Species
Age
145
Children
Eyes
Dark Brown
Hair
Curly Brown Hair
Height
5'
Weight
130
Comments