Children of the Sea:Sufthis

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NG female lizardfolk druid (Deeps???) 1

  • Background: Sailor
  • Age: 23
  • Height: 6' 4"
  • Weight: 180 pounds
  • XP: 56

Ability Scores

  • Strength 14 (+2)
  • Dexterity 13 (+1)
  • Constitution 14 (+2)
  • Intelligence 10 (+0)
  • Wisdom 16 (+3)
  • Charisma 8 (-1)

  • AC: 14 (16 w/shield)
  • HP: 10/10
  • Speed: 30'
  • Proficiency: +2

  • Melee Attack: Battleaxe +4, damage 1d8+2 (1d10+2 two-handed)
  • Melee Attack: Spear +4, damage 1d6+2 (1d8+2 two-handed)
  • Melee Attack: Bite +4, damage 1d6+2
  • Ranged Attack: Javelin +4, damage 1d6+2
  • Spell Attack: +5
  • Spell Save DC: 13
  • Cantrips Known: Poison Spray, Produce Flame
  • Spells Prepared: Animal Friendship, Entangle, Faerie Fire, Speak With Animals
  • Spell Slots: 2

Saving Throws

  • Strength +2
  • Dexterity +1
  • Constitution +2
  • Intelligence +0
  • Wisdom +5
  • Charisma +1

Languages Known

  • Common, Draconic, Druidic


  • All armor, shields
  • Simple and martial weapons
  • Navigator's tools
  • Water vehicles


  • Athletics +4
  • Insight +5
  • Perception +5
  • Religion +2
  • Stealth +3
  • Survival +5

Feats N/A


  • Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
  • Hold Breath. You can hold your breath for up to 15 minutes at a time.
  • Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.


  • Ship's Passage. When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
  • Wrath of the Storm. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Usable 3/day, regain all expended uses when you finish a long rest.


  • Battleaxe
  • Spear
  • Belaying pin (club)
  • Shield
  • Explorer’s pack
  • Holy symbol
  • 50’ silk rope
  • Lucky charm (shark-tooth necklace)
  • Set of common clothes
  • Belt pouch
  • 60 gp


An iron holy symbol devoted to an unknown god