Medwulf

From RPGnet
Jump to: navigation, search

Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 11 (+0) Wis 16 (+3) Cha 8 (-1)
Hit Points 11 (1d8+3) Armor Class 14 (16 w/shield) Speed 25' (15' encumbered)
Senses Passive Investigation 10, Passive Perception 14


Proficiencies (+2 bonus)

Saving Throws Intelligence, Wisdom
Armor & Weapons Medium armor & shields (*will not use metal armor); battleaxe, handaxe, light hammer, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear, warhammer
Skills Arcana, Animal Handling, Perception, Survival
Tools alchemist supplies, brewer's supplies, herbalism kit, vehicles (land)
Languages Common, Dwarvish, Druidic


Race (Hill Dwarf)

Darkvision (60'): Treat dim light as bright light, and darkness as dim light.
Resilience: Advantage on saves vs. poison. and resistance to poison damage.
Stonecunning: Expertise (double proficiency) with History checks relating to stonework.


Class (Druid)

Druidic Script: Leave hidden messages (DC 15 to spot, cannot be deciphered without magic).


Background (Folk Hero)

Rustic Hospitality: I can find a place to hide, rest, or recuperate among commoners; they will shield me from pursuers, though they will not risk their lives.


Spellcasting

Ability Wis Save DC 12 Attack +4 Prepared Spells 4

Cantrips produce flame, shillelagh