D&D 5E: Adventurer Inc - Character 5
Fragarach "Frag" Lir [Lawful Good male?] forest gnome barbarian-2/druid-3 (Circle of the Moon) Armor Class 16 (Dex + Con + Shield)
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STR | DEX | CON | INT | WIS | CHA |
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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)
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
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). 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 Spell Prepared ×6:
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Appearance
Age 50 Height 3'4" Weight 40 lbs.
'Hair Dark brown Eyes Green Skin Light Brown
Background (Outlander)
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.
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. He
Background Feature
Personal Characteristics
Personality:
Ideal:
Bond:
Flaw:
Equipment
Encumbrance: 80/160/240 lbs
#6 | Fine Clothes; signet ring |
#2 | Belt pouch; purse (17gp, 15sp) |
#3 | Longsword |
#6 | Shield w/holy symbol emblem — "heirloom" item |
#3 | Longbow w/20 arrows |
#10 | javelins (×5) |
#22 | Backpack: mess kit, 50' hemp rope, tinderbox, rations (×2 days), tarot deck, waterskin |
With Horse
Encumbrance: 180/360/540 lbs
#31 | Military saddle; bit & bridle |
#16 | Saddlebags: rations (× 8 days) |
#7 | Bedroll |