Difference between revisions of "D&D 5E: Adventurer Inc - Character 5"

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|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Stelian von der Rosen</span><br>''<span style="font-size: 1em">Lawful Good male half-orc paladin-5 (Oath of Devotion)</span>''
+
|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Fragarach "Frag" Lir</span><br>''<span style="font-size: 1em">[Neutral Good Male] forest gnome barbarian-3 (Ancestral Guardian/druid-4 (Circle of the Moon)</span>''
 
----
 
----
'''Armor Class''' 16 (''chainmail''); 18 (''chainmail with shield'')
+
'''Armor Class''' 16 (''Dex + Con + Shield'')
<br>'''Hit Points''' <span style="color: green">44</span>/44 (<span style="color: green">5</span>/5d10+10)
+
<br>'''Hit Points''' <span style="color: green">67</span>/67 (12+2d12+4d8+21)
<br>'''Speed''' 30 ft.
+
<br>'''Speed''' 25 ft.
 
----
 
----
 
|-  
 
|-  
 
! STR !! DEX !! CON !! INT !! WIS !! CHA
 
! STR !! DEX !! CON !! INT !! WIS !! CHA
 
|-  
 
|-  
 +
|style="text-align: center"| 13 (+1)
 +
|style="text-align: center"| 12 (+1)
 
|style="text-align: center"| 16 (+3)
 
|style="text-align: center"| 16 (+3)
|style="text-align: center"| 10 (+0)
+
|style="text-align: center"| 11 (+0)
|style="text-align: center"| 14 (+2)
+
|style="text-align: center"| 16 (+3)
|style="text-align: center"| 10 (+0)
+
|style="text-align: center"| (+0)
|style="text-align: center"| 12 (+1)
 
|style="text-align: center"| 16* (+3)
 
 
|-
 
|-
 
|colspan="6" style="padding-left: 0.5em;"|
 
|colspan="6" style="padding-left: 0.5em;"|
 
----
 
----
'''Senses''' Darkvision 60' <sup>''(from race)''</sup>, Passive Perception 11, Passive Investigation 10
+
'''Senses''' Darkvision 60' <sup>''(from race)''</sup>, Passive Perception 13, Passive Investigation 10
<br>'''Immunities''' Disease <sup>''(from class)''</sup>
 
 
----
 
----
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Proficiencies (+3 bonus)</span>
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Proficiencies (+3 bonus)</span>
<br>'''Saving Throws:''' Wisdom, Charisma
+
<br>'''Saving Throws:''' Strength, Constitution
<br>'''Armor &amp; Weapons:''' Simple &amp; martial weapons; heavy armor &amp; shields
+
<br>'''Armor &amp; Weapons:''' Simple &amp; martial weapons; medium armor &amp; shields
<br>'''Skills:''' Athletics +6, History +3, Insight +4, Intimidation +6 <sup>''(from race)''</sup>, Persuasion +6
+
<br>'''Skills:''' Athletics +4, Intimidation +4 (with Str) +2 (with Cha), Survival +6, Perception +6
<br>'''Tools:''' Tarot (game)
+
<br>'''Tools:''' Fiddle (Instrument)
<br>'''Languages:''' Common, Orcish
+
<br>'''Languages:''' Common, Dwarven, Elvish, Druidic
 
----
 
----
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
  
'''''Longsword.''''' ''Melee weapon attack:'' +6 to hit, 5' reach, one target. ''Hit:'' 1d8+5 slashing
+
'''''Primal Savagery''''' ''Melee spell attack:'' +6 to hit, 5' reach, one target. ''Hit:'' 2d10 Acid
  
'''''Longbow.''''' ''Ranged weapon attack:'' +3 to hit, range 150'/600', one target. ''Hit:'' 1d8 piercing
+
'''''Handaxe''''' ''Ranged/melee weapon attack:'' +4 to hit, range 20'/60', one target. ''Hit:'' 1d6+1 Slashing
  
'''''Javelin.''''' ''Melee weapon attack (thrown):'' +6 to hit, 5' reach (range 30'/120'), one target. ''Hit:'' 1d6+3 piercing
+
'''''Warhammer''''' ''Melee weapon attack'' +4 to hit, 5' reach, one target. ''Hit:'' 1d8+1 Bludgeoning
 
----
 
----
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Racial Features &mdash; Half-Orc</span>
+
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Racial Features &mdash; Gnome</span>
  
'''Relentless Endurance (1/long rest):''' When I would be reduced to 0hp (but not killed outright), I may be reduced to 1hp instead.
+
'''Gnome Cunning''' Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.  
  
'''Savage Attacks:''' When I score a critical hit with a melee weapon attack, I can roll one of the weapon’s damage dice an additional time and add it to the total damage.
+
'''Natural Illusionist''' Minor Illusion cantrip.
  
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Class Features &mdash; Paladin (*Oath of Devotion)</span>
+
'''Speak with Small Beasts''' Simple communication with small animals.  
  
'''Divine Sense (4/long rest):''' As an action, until the end of my next turn, I know the location and creature type of any celestial, fiend, or undead within 60’ (that is not behind total cover), as well as the presence of any consecrated (or desecrated) place or object.
+
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Class Features &mdash; Barbarian</span>
  
'''Lay on Hands (50hp/long rest):''' As an action, I can touch a creature and transfer any amount of hp from my remaining pool to it. I can also spend 5hp from the pool to cure a disease or neutralize a poison.
+
'''Rage''' 1 minute. 2/long rest
 +
*Advantage on strength checks and saves.
 +
*Deal +2 damage when using a melee attack with strength.
 +
*Have resistance to piercing, slashing, and bludgeoning damage.  
 +
*Must attack or take damage each round for effect to continue.  
  
'''Fighting Style (Duelling):''' When wielding a melee weapon in one hand, and no other weapons, I add +2 to damage rolls with that weapon.
+
'''Unarmored Defense''' When not wearing armor, add Con modifier to armor class. Can be used with a shield.  
  
'''Divine Smite:''' When I hit a creature with a melee attack, I may expend a spell slot to add (''1+spell level'')d8 radiant damage (+1d8 vs. fiends and/or undead) to the weapon damage.
+
'''Reckless Attack ''' Gain advantage on melee attacks for a round, but all attacks against me gain advantage.  
  
'''*Channel Divinity (1/short rest):''' I may use either option below.
+
'''Danger Sense''' Advantage on Dexterity saves against things I can see (i.e. spells and traps).  
* '''''Sacred Weapon:''''' As an action, for 1 minute a weapon I am holding becomes magical; it emits bright light in a 20’ radius and dim light in a 20’ further radius, and I add my Charisma bonus to attack rolls with it.
+
 
* '''''Turn Unholy:''''' Each fiend and/or undead within 30’ that can see or hear me must make a Wisdom save or be turned for 1 minute. (A turned creature must spend its turns trying to move as far from me as possible, cannot willingly move within 30’ of me, my take no reactions, and may only use its actions to Dash, to escape restraints, or Dodge.
+
'''Ancestral Protector''' A bear spirit appears to get in the creatures face when I rage. The first creature I hit on my turn while raging has disadvantage on attacks against anyone that isn't me and anyone they attack gets resistance to the damage they deal. Until my next turn.  
 +
 
 +
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Class Features &mdash; Druid (Moon Circle)</span>
 +
 
 +
'''Spellcasting''' Cast spells from the druid list. Can prepare Druid Level + Wisdom modifier each day. Spell DC is 14.
 +
 
 +
'''Wild Shape (Combat Wildshape)''' As a bonus action, can transform into any animal form I am familiar with of CR 1 or less. Expend spell slots for healing 1d8/level expended.  
  
'''Extra Attack:''' When I take an Attack action, I may make two attacks.
 
 
----
 
----
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Spellcasting</span>
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Spellcasting</span>
  
'''Spellcasting Ability''' Charisma &nbsp; '''Attack''' +5 &nbsp; '''Save DC''' 14 &nbsp;
+
'''Spellcasting Ability''' Wisdom &nbsp; '''Attack''' +6 &nbsp; '''Save DC''' 14 &nbsp;
  
'''Spell Prepared''' &times;5 (plus <span style="color: blue; font-size: smaller">Oath spells</span>):
+
'''Cantrips'''
* 1st level (&times;<span style="color: green">4</span>/4) &mdash; ''bless'', ''compelled duel'', <span style="color: blue">''protection from evil''</span>, ''<span style="color: blue">sanctuary</span>'', ''thunderous smite'', ''wrathful smite''
+
Guidance
* 2nd level (&times;<span style="color: green">2</span>/2) &mdash; ''<span style="color: blue">lesser restoration</span>'', ''locate object'', ''<span style="color: blue">zone of truth</span>''
+
Primal Savagery
 +
Thorn Whip
 +
 
 +
'''Spell Prepared''' &times;7:
 +
* 1st level (&times;<span style="color: green">4</span>/4) &mdash; ''Healing Word'', ''Long Strider'', ''Goodberry'', ''Absorb Element''
 +
* 2nd level (&times;<span style="color: green">3</span>/3) &mdash; ''Pass Without Trace'', ''Spike Growth'', "Moon Beam"
 
|}
 
|}
  
''GetterBurai's PC for the [[D%26D_5E:_Adventurer_Inc_-_Main_Page|Adventurer, Inc.]] campaign.''
 
  
 
== Appearance ==
 
== Appearance ==
'''Age''' 24 &nbsp; '''Height''' 6'2" &nbsp; '''Weight''' 252 lbs.
+
'''Age''' 50 &nbsp; '''Height''' 3'4" &nbsp; '''Weight''' 40 lbs.
<br>'''Hair''' Dark brown &nbsp; '''Eyes''' Amber &nbsp; '''Skin''' Greenish-grey
+
<br>'''Hair''' Dark brown &nbsp; '''Eyes''' Green &nbsp; '''Skin'' Light Brown
  
Stelian is a tall, broad-shouldered young man with a somewhat foppish bearing; he typically wears a black silk scarf tied over the lower half of his face, ostensibly to "guard [his] sensitive constitution from miasma".
+
== Background (Outlander) ==
  
== Background (Noble: Knight) ==
+
Frag comes from the Bear Clan of the Shattered Coast. He was trained as a warrior and learned simple nature magic. At the Clanclave several years ago, he was chosen based on celestial divination for the Firebringer's quest. This quest involves venturing out into the world to search for something of great value to the clan and carry it forward. This tradition is a high honor, but also one of vary serious consequences. Returning without something that would improve the lives of the clan would be the highest shame he could bring on himself. Many that are so sent forth, never return for this reason. A simple treasure or magic item will not suffice. The legendary heroes of past have brought back Fire, Iron, Mead, the various types of Magic, etc. In living memory, heroes have brought back the heart of a dragon that threatened the clan, a treaty ensuring certain trade and sailing rights for seven generations, and a hardy version of Coffee that can survive the northern climates. Frag does not know what he is looking for, but is certain that he will know it when he finds it.  
Wealthy landowner Nicolae von der Rosen is descended from a long-ago knight of great fame and heroic deeds (as he is often bound to reiterate in great detail to those who dine at his table), charged with the defense of this feudal territory; over many generations, the von der Rosen line bartered away the lion's share of their martial honors and governing privileges to leave a mostly-empty ceremonial title ... and, of course, the ''money''.
 
  
Many years ago, the orcish witch Sazura was forced to flee her lair; magically disguising herself as a human damsel, she sought refuge from the widower Nicolae. As it happened, she grew sincerely fond of the man, and the two were eventually married. (Nicolae seems to have deduced the truth of his new wife's origins sometime shortly after the wedding, but saw no real evidence of any direct plot toward ''him'' and hence little reason to care.) Their son did ''not'' benefit from such a glamor, and whispers of an unfortunate curse plagued him throughout his childhood, though he did learn the truth from his mother as a young boy; often told romanticized stories of how every great orc warrior carries the proof of his courage in his scars, Stelian came to extend this outlook to a metaphorical level &mdash; considering the weathering of any hardship, social as well as physical, as clear proof of one's merit. This same sense of martial virtue naturally made him ready, even eager to step in place of others when danger threatened; thus, many locals who have come to know him are willing to excuse his outward eccentrities in respect of the aid he has often provided regardless of familiarity or station.
+
Before leaving, he was gifted a bear skin cloak by his sister. At first, he wore this everywhere as a reminder of his people and his homeland and also as a mark of pride. It is a little worse for wear, showing some of the signs of his adventures. He has had it mended on several occasions and keeps it with him at all times. He still wears it occasionally, though more often in civilized areas than dungeons and during raids. On cold nights he uses it as a blanket.  
  
With his elder half-brother Sandru the heir-apparent of the von der Rosen estates, Stelian bore few if any formal duties; rather than linger on feeling like a freeloader on the family fortune, he has taken to travelling in search of opportunities to build both a fortune and heroic reputation of his own, perhaps one day equalling the founder of his line.
+
After some months traveling alone and facing dangers, he met with some members of the current party and joined them to explore a tomb in hopes of uncovering some secret knowledge there. They found only some undead creatures and enough treasure for a good week or two at the inn, but Frag recognized the value of working with these others. His chance for survival and success are greatly improved with skilled traveling companions and he might in turn give honor to their personal quests.  
  
=== Background Feature &mdash; Retainers ===
+
=== Background Feature: Wanderer ===
''I have the service of three loyal retainers who will perform mundane tasks for me; they will not fight for me, or enter obviously dangerous areas.''
+
An excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
* ''(Doctor) Pontifilus'', Stelian's one-time tutor, barber, and now personal valet; a well-educated gnomish gentleman with a gently sardonic manner, he is typically introduced as Stelians "physician" in keeping with the public conceit maintained by the family that Stelian continues to be afflicted by the after-effects of a childhood illness.
 
* ''Arrin de Onda'', Stelian's squire, the adolescent son of one of Nicolae's wealthier tenant-merchants. Arrin is an almost painfully earnest lad, solid and sensible enough to recognize he's best off personally avoiding the esoteric dangers Master Stelian and his companions often find themselves facing, and youthfully romantic enough to feel at least a little guilty he can't stand with them ("...yet!", he would like to tell himself) as a 'proper' shieldbearer would.
 
* ''Preciosa Kindleheath'' (just "Kindy" by preference, finding her given name embarrassingly grandiose) is Stelian's groom (in the equestrian sense). Kindy was originally a childhood friend and lady-in-waiting of Stelian's half-sister Adela; when Adela took on a position as an acolyte of the family chapel under her uncle Razvan, Kindy more or less imposed herself on the stables in a stubborn bid to prove herself useful. She has an occasionally aggressive, almost bullying rivalry with Arrin &mdash; concerned her role has retroactively become a sinecure given the unnaturally easy-going behavior of Stelian's current steed Skrytifar, she feels an urge to 'elbow in' to other, more important-appearing responsibilities.
 
  
 
== Personal Characteristics ==
 
== Personal Characteristics ==
  
'''Personality:'''
+
'''Personality:''' Always ready with a joke and slow to anger, but ferocious when stirred up, especially if he or someone else is being threatened. 
* Because I cannot change the appearance I was born with, I approach what I can change (clothes, manners, etc.) with exacting attention.
+
 
* I hide my heritage not to protect myself (because I am fearful or ashamed) but others (who might foolishly force me into a fight).
+
'''Ideal:''' '''Greater Good''' It is each person’s responsibility to make the most happiness for the whole clan.
 +
 
 +
'''Bond:''' Frag's clan is the most important thing in his life, even when they are far away. His personal clan is larger than just the Bear Clan of the Shattered coast and includes close companions, such as the party.  
 +
 
 +
'''Flaw:''' Fights end in victory or defeat, not in retreat. He does not like to back down, once things have reached the point of confrontation.
 +
 
 +
{| style="width: 50%; padding: 0em; margin: 1em; float: right; background: Bisque; border: thin solid black; border-collapse: collapse;"
 +
|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Brown Bear Form</span><br>''<span style="font-size: 1em">Beast</span>''
 +
----
 +
'''Armor Class''' 13
 +
<br>'''Hit Points''' <span style="color: green">34</span>/34
 +
<br>'''Speed''' 40 ft (Climb 30 ft)
 +
----
 +
|-
 +
! STR !! DEX !! CON !! INT !! WIS !! CHA
 +
|-
 +
|style="text-align: center"| 19 (+4)
 +
|style="text-align: center"| 10 (+0)
 +
|style="text-align: center"| 16 (+3)
 +
|style="text-align: center"| 11 (+0)
 +
|style="text-align: center"| 16 (+3)
 +
|style="text-align: center"| 8 (-1)
 +
|-
 +
|colspan="6" style="padding-left: 0.5em;"|
 +
----
 +
'''Senses''' Passive Perception 13<br>
 +
----
 +
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Traits</span>
 +
 
 +
'''''Keen Smell:''''' Advantage on Perception tests involving smell.  
  
'''Ideal:''' <span style="font-variant: small-caps">Justice</span> &mdash;  The arc of existence is long, but bends towards justice ''when enough force is applied''.
+
----
 +
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
  
'''Bond:''' I must look out for the well-being of my family and the honor of their name.
+
'''''Multi-attack''''' Attack twice. Once with bite and once with claws.  
  
'''Flaw:''' I have little sense of "enough" where food and drink are concerned.
+
''Bite'' +7 to hit, 5' reach, one target. ''Hit:'' 1d8+4 bludgeoning
 +
 
 +
''Claws'' +7 to hit, 5' reach, one target. ''Hit'' 2d6+4 slashing damage
 +
|}
  
 
{| style="width: 50%; padding: 0em; margin: 1em; float: right; background: Bisque; border: thin solid black; border-collapse: collapse;"
 
{| style="width: 50%; padding: 0em; margin: 1em; float: right; background: Bisque; border: thin solid black; border-collapse: collapse;"
|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Skrytifar</span><br>''<span style="font-size: 1em">Large celestial, unaligned</span>''
+
|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Dire Wolf Form</span><br>''<span style="font-size: 1em">Beast</span>''
 
----
 
----
'''Armor Class''' 13 (hide barding)
+
'''Armor Class''' 14
<br>'''Hit Points''' <span style="color: green">19</span>/19 (<span style="color: green">3</span>/3d10+3)
+
<br>'''Hit Points''' <span style="color: green">0</span>/37
<br>'''Speed''' 60 ft. (50 ft. w/rider)
+
<br>'''Speed''' 50 ft  
 
----
 
----
 
|-  
 
|-  
 
! STR !! DEX !! CON !! INT !! WIS !! CHA
 
! STR !! DEX !! CON !! INT !! WIS !! CHA
 
|-  
 
|-  
|style="text-align: center"| 18 (+4)
+
|style="text-align: center"| 17 (+3)
 +
|style="text-align: center"| 15 (+2)
 +
|style="text-align: center"| 15 (+2)
 +
|style="text-align: center"| 11 (+0)
 +
|style="text-align: center"| 16 (+3)
 +
|style="text-align: center"| 8 (-1)
 +
|-
 +
|colspan="6" style="padding-left: 0.5em;"|
 +
----
 +
'''Senses''' Passive Perception 13<br>
 +
----
 +
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Traits</span>
 +
 
 +
'''''Keen Hearing and Smell:''''' Advantage on Perception tests involving smell or hearing.
 +
 
 +
'''''Pack Tactics''''' Advantage on attacks if an ally is within 5ft of the target and they are not incapacitated.
 +
 
 +
----
 +
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
 +
 
 +
''Bite'' +6 to hit, 5' reach, one target. ''Hit:'' 2d6+3 piercing damage
 +
|}
 +
 
 +
{| style="width: 50%; padding: 0em; margin: 1em; float: right; background: Bisque; border: thin solid black; border-collapse: collapse;"
 +
|colspan="6" style="padding-left: 0.5em;"|<span style="font-variant: small-caps; font-weight: bold; font-size: 2em;">Giant Spider Form</span><br>''<span style="font-size: 1em">Beast</span>''
 +
----
 +
'''Armor Class''' 14
 +
<br>'''Hit Points''' <span style="color: green">0</span>/26
 +
<br>'''Speed''' 30 ft/ Climb 30 ft
 +
----
 +
|-
 +
! STR !! DEX !! CON !! INT !! WIS !! CHA
 +
|-
 +
|style="text-align: center"| 14 (+2)
 +
|style="text-align: center"| 16 (+3)
 
|style="text-align: center"| 12 (+1)
 
|style="text-align: center"| 12 (+1)
|style="text-align: center"| 13 (+1)
+
|style="text-align: center"| 11 (+0)
|style="text-align: center"| 6 (-2)
+
|style="text-align: center"| 16 (+3)
|style="text-align: center"| 12 (+1)
+
|style="text-align: center"| 8 (-1)
|style="text-align: center"| 7 (-2)
 
 
|-
 
|-
 
|colspan="6" style="padding-left: 0.5em;"|
 
|colspan="6" style="padding-left: 0.5em;"|
 
----
 
----
'''Senses''' Passive Perception 11<br>
+
'''Senses''' Blindsense 10 ft, Darkvision 60 ft, Passive Perception 10<br>
'''Languages''' Common
+
'''Stealth''' +7
 
----
 
----
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Traits</span>
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Traits</span>
  
'''''Trampling Charge:''''' If Skrytifar moves at least 20' straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Skrytifar can make another Attack with its hooves against it as a Bonus Action.
+
'''''Spider Climb''''' Can climb difficult surfaces including upside down on the ceiling without needing to make an ability check.
 +
 
 +
'''''Web Sense''''' While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.  
 +
 
 +
'''''Web Walker''''' Ignore movement restrictions caused by webbing.  
 +
 
 
----
 
----
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
 
<span style="font-size: 1.2em; font-weight: bold; font-variant: small-caps">Actions</span>
  
'''''Hooves.''''' ''Melee weapon attack:'' +6 to hit, 5' reach, one target. ''Hit:'' 2d6+4 bludgeoning
+
''Bite'' Melee Weapon Attack: +6 to hit, 5' reach, one target. ''Hit:'' 1d8+3 piercing damage + 2d8 poison damage. The target must make a con save  dc 11, half poison damage on a successful save. If the poison damaged reduces target to 0 hp, they are stable paralyzed for one hour. The target remains paralyzed, even if they regain hit points.
 +
 
 +
''Web'' (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 30/60 ft. One creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
 
|}
 
|}
  
 
== Equipment ==
 
== Equipment ==
'''Encumbrance:''' 80/160/240 lbs
+
'''Encumbrance:''' 65/130/195 lbs
  
{|#55 || Chainmail
+
{|#4|| Traveler's Clothes
 +
|-
 +
|#4|| A Staff
 +
|-
 +
|#25 || A hunting trap
 +
|-
 +
|#/ || The tooth (or similar) from any animal whose form he has mastered.
 
|-
 
|-
|#6|| Fine Clothes; signet ring
+
|#2 || Handax (&times; 4)
 
|-
 
|-
|#2|| Belt pouch; purse (17gp, 15sp)
+
|#2 || Warhammer
 
|-
 
|-
|#3 || Longsword
+
|#1 || Dagger
 
|-
 
|-
|#6 || Shield w/holy symbol emblem &mdash; ''"heirloom" item''
+
|#6 || Shield
 
|-
 
|-
|#3 || Longbow w/20 arrows
+
|#10 ||Longbow
 
|-
 
|-
|#10 || javelins (&times;5)
+
|#59 || Explorer's pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it
 
|-
 
|-
|#22 || ''Backpack:'' mess kit, 50' hemp rope, tinderbox, rations (&times;2 days), tarot deck, waterskin
+
|#/ ||Bear Totem carved necklace (Druidic Focus)
|}
+
|-
 
+
|#NA|| Donkey, carying Explorer's pack
=== With Horse ===
 
'''Encumbrance:''' 180/360/540 lbs
 
{|#24|| Hide barding
 
 
|-
 
|-
|#31 || Military saddle; bit &amp; bridle
+
|#/    || 50 gp
 
|-
 
|-
|#16|| ''Saddlebags'': rations (&times; 8 days)
+
|#|| 6 healing potions
 
|-
 
|-
|#7|| Bedroll
+
|#/    ||Decanter of Endless Water
 
|}
 
|}
 +
'''Bear Cloak (Heirloom), possessed by a bear totem spirit:'''
 +
1. While wearing or wrapped in cloak, immune to natural environmental cold and recover +1 hp when using a hit die.
 +
 +
2. Can be touched to a creature with 0 hp to use the Spare the Dying Cantrip.
 +
 +
3. When worn with hood up, I can interact with clan spirits in a location. This is like an Augury spell, usable once per long rest.
 +
 +
4. When worn with hood down, can use fighter's second wind ability.
 +
 +
5. The Bear Spirit can talk to me and may make the cloak move of its own volition.
 +
  
 
----
 
----

Latest revision as of 18:44, 11 March 2019

Fragarach "Frag" Lir
[Neutral Good Male] forest gnome barbarian-3 (Ancestral Guardian/druid-4 (Circle of the Moon)

Armor Class 16 (Dex + Con + Shield)
Hit Points 67/67 (12+2d12+4d8+21)
Speed 25 ft.


STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 11 (+0) 16 (+3) 8 (+0)

Senses Darkvision 60' (from race), Passive Perception 13, Passive Investigation 10


Proficiencies (+3 bonus)
Saving Throws: Strength, Constitution
Armor & Weapons: Simple & martial weapons; medium armor & shields
Skills: Athletics +4, Intimidation +4 (with Str) +2 (with Cha), Survival +6, Perception +6
Tools: Fiddle (Instrument)
Languages: Common, Dwarven, Elvish, Druidic


Actions

Primal Savagery Melee spell attack: +6 to hit, 5' reach, one target. Hit: 2d10 Acid

Handaxe Ranged/melee weapon attack: +4 to hit, range 20'/60', one target. Hit: 1d6+1 Slashing

Warhammer Melee weapon attack +4 to hit, 5' reach, one target. Hit: 1d8+1 Bludgeoning


Racial Features — Gnome

Gnome Cunning Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist Minor Illusion cantrip.

Speak with Small Beasts Simple communication with small animals.

Class Features — Barbarian

Rage 1 minute. 2/long rest

  • Advantage on strength checks and saves.
  • Deal +2 damage when using a melee attack with strength.
  • Have resistance to piercing, slashing, and bludgeoning damage.
  • Must attack or take damage each round for effect to continue.

Unarmored Defense When not wearing armor, add Con modifier to armor class. Can be used with a shield.

Reckless Attack Gain advantage on melee attacks for a round, but all attacks against me gain advantage.

Danger Sense Advantage on Dexterity saves against things I can see (i.e. spells and traps).

Ancestral Protector A bear spirit appears to get in the creatures face when I rage. The first creature I hit on my turn while raging has disadvantage on attacks against anyone that isn't me and anyone they attack gets resistance to the damage they deal. Until my next turn.

Class Features — Druid (Moon Circle)

Spellcasting Cast spells from the druid list. Can prepare Druid Level + Wisdom modifier each day. Spell DC is 14.

Wild Shape (Combat Wildshape) As a bonus action, can transform into any animal form I am familiar with of CR 1 or less. Expend spell slots for healing 1d8/level expended.


Spellcasting

Spellcasting Ability Wisdom   Attack +6   Save DC 14  

Cantrips Guidance Primal Savagery Thorn Whip

Spell Prepared ×7:

  • 1st level (×4/4) — Healing Word, Long Strider, Goodberry, Absorb Element
  • 2nd level (×3/3) — Pass Without Trace, Spike Growth, "Moon Beam"


Appearance[edit]

Age 50   Height 3'4"   Weight 40 lbs.
'Hair Dark brown   Eyes Green   Skin Light Brown

Background (Outlander)[edit]

Frag comes from the Bear Clan of the Shattered Coast. He was trained as a warrior and learned simple nature magic. At the Clanclave several years ago, he was chosen based on celestial divination for the Firebringer's quest. This quest involves venturing out into the world to search for something of great value to the clan and carry it forward. This tradition is a high honor, but also one of vary serious consequences. Returning without something that would improve the lives of the clan would be the highest shame he could bring on himself. Many that are so sent forth, never return for this reason. A simple treasure or magic item will not suffice. The legendary heroes of past have brought back Fire, Iron, Mead, the various types of Magic, etc. In living memory, heroes have brought back the heart of a dragon that threatened the clan, a treaty ensuring certain trade and sailing rights for seven generations, and a hardy version of Coffee that can survive the northern climates. Frag does not know what he is looking for, but is certain that he will know it when he finds it.

Before leaving, he was gifted a bear skin cloak by his sister. At first, he wore this everywhere as a reminder of his people and his homeland and also as a mark of pride. It is a little worse for wear, showing some of the signs of his adventures. He has had it mended on several occasions and keeps it with him at all times. He still wears it occasionally, though more often in civilized areas than dungeons and during raids. On cold nights he uses it as a blanket.

After some months traveling alone and facing dangers, he met with some members of the current party and joined them to explore a tomb in hopes of uncovering some secret knowledge there. They found only some undead creatures and enough treasure for a good week or two at the inn, but Frag recognized the value of working with these others. His chance for survival and success are greatly improved with skilled traveling companions and he might in turn give honor to their personal quests.

Background Feature: Wanderer[edit]

An excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personal Characteristics[edit]

Personality: Always ready with a joke and slow to anger, but ferocious when stirred up, especially if he or someone else is being threatened.

Ideal: Greater Good It is each person’s responsibility to make the most happiness for the whole clan.

Bond: Frag's clan is the most important thing in his life, even when they are far away. His personal clan is larger than just the Bear Clan of the Shattered coast and includes close companions, such as the party.

Flaw: Fights end in victory or defeat, not in retreat. He does not like to back down, once things have reached the point of confrontation.

Brown Bear Form
Beast

Armor Class 13
Hit Points 34/34
Speed 40 ft (Climb 30 ft)


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 11 (+0) 16 (+3) 8 (-1)

Senses Passive Perception 13


Traits

Keen Smell: Advantage on Perception tests involving smell.


Actions

Multi-attack Attack twice. Once with bite and once with claws.

Bite +7 to hit, 5' reach, one target. Hit: 1d8+4 bludgeoning

Claws +7 to hit, 5' reach, one target. Hit 2d6+4 slashing damage

Dire Wolf Form
Beast

Armor Class 14
Hit Points 0/37
Speed 50 ft


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 11 (+0) 16 (+3) 8 (-1)

Senses Passive Perception 13


Traits

Keen Hearing and Smell: Advantage on Perception tests involving smell or hearing.

Pack Tactics Advantage on attacks if an ally is within 5ft of the target and they are not incapacitated.


Actions

Bite +6 to hit, 5' reach, one target. Hit: 2d6+3 piercing damage

Giant Spider Form
Beast

Armor Class 14
Hit Points 0/26
Speed 30 ft/ Climb 30 ft


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3) 8 (-1)

Senses Blindsense 10 ft, Darkvision 60 ft, Passive Perception 10
Stealth +7


Traits

Spider Climb Can climb difficult surfaces including upside down on the ceiling without needing to make an ability check.

Web Sense While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker Ignore movement restrictions caused by webbing.


Actions

Bite Melee Weapon Attack: +6 to hit, 5' reach, one target. Hit: 1d8+3 piercing damage + 2d8 poison damage. The target must make a con save dc 11, half poison damage on a successful save. If the poison damaged reduces target to 0 hp, they are stable paralyzed for one hour. The target remains paralyzed, even if they regain hit points.

Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 30/60 ft. One creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

Equipment[edit]

Encumbrance: 65/130/195 lbs

#4 A Staff
#25 A hunting trap
#/ The tooth (or similar) from any animal whose form he has mastered.
#2 Handax (× 4)
#2 Warhammer
#1 Dagger
#6 Shield
#10 Longbow
#59 Explorer's pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it
#/ Bear Totem carved necklace (Druidic Focus)
#NA Donkey, carying Explorer's pack
#/ 50 gp
#6 6 healing potions
#/ Decanter of Endless Water

Bear Cloak (Heirloom), possessed by a bear totem spirit: 1. While wearing or wrapped in cloak, immune to natural environmental cold and recover +1 hp when using a hit die.

2. Can be touched to a creature with 0 hp to use the Spare the Dying Cantrip.

3. When worn with hood up, I can interact with clan spirits in a location. This is like an Augury spell, usable once per long rest.

4. When worn with hood down, can use fighter's second wind ability.

5. The Bear Spirit can talk to me and may make the cloak move of its own volition.