Iulian, Half-Elf Druid
Raised in the Carpathian Mountains as a druid, Iulian seeks glory. He is the last of his tribe and it is up to him to ensure their names enter legend. He watches over his friends as if they were a litter of new born pups, however don't expect him to save strangers who can save themselves. He wishes to slay Angor Rot, a troll warlock who besieged his ancestors temple and recently unleashed a demon's spirit.
saving throws
skills
WILD SHAPE 2/rest:
Assume the shape & stats of a beast you have seen before as an action for 2 hours. Max CR 1/2. No spellcasting or flying. (Ape, black bear, crocodile, giant venomous snake, panther, swarm of rats, warhorse, wolf.) Attacks
Strength
11
+0
Dexterity
10
+0
constitution
17
+3
intelligence
16
+3
wisdom
20
+5
charisma
17
+3
Total Hit Dice
5
Hit Die 1d8+3
Hit Die 1d8+3
3
proficiency bonus
15
Passive perception
0 | Strength |
0 | Dexterity |
3 | Constitution |
6 | Intelligence |
8 | Wisdom |
3 | Charisma |
0 | Acrobatics |
8 | Animal Handling |
3 | Arcana |
3 | Athletics |
3 | Deception |
3 | History |
8 | Insight |
3 | Intimidation |
3 | Investigation |
8 | Medicine |
7 | Nature |
4 | Perception |
3 | Performance |
3 | Persuasion |
3 | Religion |
0 | Sleight of Hands |
0 | Stealth |
8 | Survival |
16
AC
AC
50
Hit Points
Hit Points
0
Initiative
Initiative
30'
Speed
Speed
FEY ANCESTRY: advantage vs charm, immune vs sleep.
DARKVISION: 60' b&w.
LANGUAGES: Common, Elvish, Druidic, Dwarvish, Sylvan
ARMOR: Light, medium, shields (non-metal)
WEAPONS: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
TOOLS: Harbalism kit. 1 musical instrument.
Proficiencies
DARKVISION: 60' b&w.
LANGUAGES: Common, Elvish, Druidic, Dwarvish, Sylvan
ARMOR: Light, medium, shields (non-metal)
WEAPONS: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
TOOLS: Harbalism kit. 1 musical instrument.
Proficiencies
Weapon | To Hit | Damage | Type |
---|---|---|---|
+1 Scimitar | 1d20+4 | 1d6+1 | Slashing |
Tident of Fish Command | 1d20+3 | 1H 1d6 or 2H 1d8 | Piercing. Throw 20'/60'. (attuned) |
Wand of Magic Missile | 120' 7/day | 1d4+1 + 1d4+1 + 1d4+1 | Force |
Assume the shape & stats of a beast you have seen before as an action for 2 hours. Max CR 1/2. No spellcasting or flying. (Ape, black bear, crocodile, giant venomous snake, panther, swarm of rats, warhorse, wolf.) Attacks
Wis. Spell Attack +8. Save DC 16.
Can prepare 10 spells/day not counting mountain circle* spells.
All Druid Spells. All Spells.
Cantrips:
-CREATE BONFIRE: dex save 16 to hit. 2d8 fire.
-GUST
-MOLD EARTH
-SHAPE WATER
1st level (4 spell slots):
-BEAST BOND
-CHAOS BOLT: +8 to hit. 2d8 damage. 120'.
2nd level (3 spell slots):
-ANIMAL MESSENGER
-BEAST SENSE
-FLAME BLADE: +8 to hit. 3d6 fire damage. 10 mins.
-FLAMING SPHERE: 2d6 fire damage, dex save 16 half. concentration 1 min.
-LOCATE PLANTS OR ANIMALS
-SPIDER CLIMB*
-SPIKE GROWTH*: 2d4 piercing damage for every 5' traveled thru difficult terrain.
3rd level (3 spell slots):
-DISPEL MAGIC
-ERUPTING EARTH: 3d12 bludgeoning damage, dex save 16 half, difficult terrain, 20' cube.
-LIGHTNING BOLT*: 8d8 lightning for all creatures in 100' line, dex save 16 for half.
-MELD INTO STONE*
-PLANT GROWTH
-TIDAL WAVE: 4d8 bludgeoning damage & knocked prone, dex save 16 for half & upright.
Spellcasting
Can prepare 10 spells/day not counting mountain circle* spells.
All Druid Spells. All Spells.
Cantrips:
-CREATE BONFIRE: dex save 16 to hit. 2d8 fire.
-GUST
-MOLD EARTH
-SHAPE WATER
1st level (4 spell slots):
-BEAST BOND
-CHAOS BOLT: +8 to hit. 2d8 damage. 120'.
2nd level (3 spell slots):
-ANIMAL MESSENGER
-BEAST SENSE
-FLAME BLADE: +8 to hit. 3d6 fire damage. 10 mins.
-FLAMING SPHERE: 2d6 fire damage, dex save 16 half. concentration 1 min.
-LOCATE PLANTS OR ANIMALS
-SPIDER CLIMB*
-SPIKE GROWTH*: 2d4 piercing damage for every 5' traveled thru difficult terrain.
3rd level (3 spell slots):
-DISPEL MAGIC
-ERUPTING EARTH: 3d12 bludgeoning damage, dex save 16 half, difficult terrain, 20' cube.
-LIGHTNING BOLT*: 8d8 lightning for all creatures in 100' line, dex save 16 for half.
-MELD INTO STONE*
-PLANT GROWTH
-TIDAL WAVE: 4d8 bludgeoning damage & knocked prone, dex save 16 for half & upright.
Spellcasting
Necklace of Adaptation (attuned)
Bracers of Defense. (attuned)
Studded Leather armor. Traveler's clothes.
Censer of Controlling Air Elementals
Stone of Controlling Earth Elementals
Snake Head Staff (unattuned, sell price 50gp)
Potions of Healing 3
Scrolls of Charm Person: 2
Scroll of Hold Person: 1
Herbalism Kit. Hunting Trap. Animal Trophy.
EXPLORER'S PACK:
Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hemp rope.
Equipment
Bracers of Defense. (attuned)
Studded Leather armor. Traveler's clothes.
Censer of Controlling Air Elementals
Stone of Controlling Earth Elementals
Snake Head Staff (unattuned, sell price 50gp)
Potions of Healing 3
Scrolls of Charm Person: 2
Scroll of Hold Person: 1
Herbalism Kit. Hunting Trap. Animal Trophy.
EXPLORER'S PACK:
Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hemp rope.
Equipment
I watch over my friends, as if they were a litter of new born pups.
Personality Traits
Personality Traits
Glory. I am the last of my tribe, and it is up to me to ensure their names enter legend.
Ideals
Ideals
I wish to slay Angor Rot, a troll warlock who besieged my ancestors temple and recently unleashed a demon's spirit.
Bonds
Bonds
Don't expect me to save those who can save themselves.
Flaws
Flaws
CIRCLE OF THE LAND (mountain):
Regain up to 3 levels of expended spell slots during a short rest. 1/day.
LAND'S STRIDE:
Moving through nonmagical difficult terrain costs you no extra movement, also pass through nonmagical plants without being slowed by them and without taking damage from thorns, etc.
WANDERER:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
GAME RESOURCES:
Bestiary
Spells
Searchable Game Rules
Features & Traits
Regain up to 3 levels of expended spell slots during a short rest. 1/day.
LAND'S STRIDE:
Moving through nonmagical difficult terrain costs you no extra movement, also pass through nonmagical plants without being slowed by them and without taking damage from thorns, etc.
WANDERER:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
GAME RESOURCES:
Bestiary
Spells
Searchable Game Rules
Features & Traits
Comments