Wyzar -- Druid -- Lightfoot Halfling (Hobbit)

Name: Wyzar Archwright
Race/Ancestry/Heritage: Lightfoot Halfling
Class & Level: Druid 1
Background: Acolyte
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 10
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+0 ... Athletics Skill
150 lbs. ... Maximum Carrying Capacity
300 lbs. ... Max. Push or Drag (Speed -5 ft.)
300 lbs. ... Maximum Lift

Dexterity 12
+1 ... Dexterity Ability Checks
+1 ... Dexterity Saving Throws
+1 ... Acrobatics Skill
+1 ... Sleight of Hand Skill
+1 ... Stealth Skill


Constitution 16
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws

Intelligence 17
+3 ... Intelligence Ability Checks
+5 ... Intelligence Saving Throws *
+3 ... Arcana Skill
+3 ... History Skill
+3 ... Investigation Skill
+5 ... Nature Skill *
+5 ... Religion Skill *

Wisdom 18
+4 ... Wisdom Ability Checks
+6 ... Wisdom Saving Throws *
+4 ... Animal Handling Skill
+6 ... Insight Skill *
+6 ... Medicine Skill *
+4 ... Perception Skill
+4 ... Survival Skill

Charisma 13
+1 ... Charisma Ability Checks
+1 ... Charisma Saving Throws
+1 ... Deception Skill
+1 ... Intimidation Skill
+1 ... Performance Skill
+1 ... Persuasion Skill

COMBAT [PHB p. 189]

14 ... Passive Perception
+1 ... Initiative Modifier

Armor Class 14 ... Armor worn: leather armor, wooden shield

25 ft. Speed ... Base distance per move

11 hit points ... 1d8 Hit Dice


Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Shillelagh Club. Melee Spell/Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d8+4 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.)


FEATURES, TRAITS, SPECIAL ABILITIES

Acolyte Background [PHB p. 127]

• Feature: Shelter of the Faithful.

• Traits: Suffers infernal dreams. Seeks fortune to help others.

• Ideal: Find new holy land for faithful.

• Bond: Teacher of children.

• Flaw: Infamous to faith's enemies.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, shields (nonmetal only)
• Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
• Tools: herbalism kit
• Saving Throws: Intelligence, Wisdom
• Skills: Insight, Medicine, Nature, Religion
• Languages: Common, Drudic, Dwarvish, Halfling, Celestial


Lightfoot Halfling Traits [PHB p. 26]

• Creature Type: Humanoid

• Age: 40 years old

• Small Size (3' 2", 42 lbs.)

• Brave (adv. fear saves)

• Halfling Nimbleness (through occupied spaces)

• Lucky (reroll 1s on d20s)

• Naturally Stealthy (hide behind others)


Druid Class Features [PHB p. 65]

• Ritual Casting

No special notes.
Spellcasting [PHB p. 201]

Spell Attack Modifier +6
Spell Save DC 14

Cantrips Known: Guidance, Shillelagh


Prepared Spells
1st Level (2 slots): Detect Magic, Cure Wounds, Faerie Fire, Animal Friendship, Charm Person


EQUIPMENT & TREASURE


Carried Gear [PHB, p. 143]: leather armor (AC 11), shield (AC +2), club, dagger, set of common clothes, holy symbol: amulet, prayer book, 5 sticks of incense, vestments. (This load is about 30 lbs.; add 1 lb. per 50 coins carried.)


Coins & Gems: 7 gold pieces (gp); 43 silver pieces (sp); 55 copper pieces (cp); 2 gems (worth 10 gp each)

Cantrips Known: Guidance, Shillelagh

Guidance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Show Attribute List
Attributes
Guidance
cantrip divination
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute
Classes: Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Shillelagh
The wood of a club or Quarterstaff you are holding is imbued with nature's power. For the Duration, you can use your Spellcasting ability instead of Strength for the Attack and Damage Rolls of Melee Attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Show Attribute List
Attributes
Shillelagh
cantrip transmutation
Casting Time: 1 bonus action
Range: Touch
Target: The wood of a club or quarterstaff you are holding
Components: V S M (Mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
Classes: Druid
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.


Prepared Spells
1st Level (2 slots): Detect Magic, Cure Wounds, Faerie Fire, Animal Friendship, Charm Person

Detect Magic
For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your Action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its School of Magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Show Attribute List
Attributes
Detect Magic
1 divination 
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cure Wounds
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting ability modifier. This spell has no Effect on Undead or Constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the Healing increases by 1d8 for each slot level above 1st.
Show Attribute List
Attributes
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Faerie Fire
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected Creatures shed dim light in a 10-foot radius.
Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible.
Show Attribute List
Attributes
Faerie Fire
1 evocation
Casting Time: 1 action
Range: 60 feet
Target: Each object in a 20-foot cube within range
Components: V
Duration: Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your Companions harms the target, the Spells ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional beast level above 1st.
Show Attribute List
Attributes
Animal Friendship
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: A beast that you can see within range
Components: V S M (A morsel of food)
Duration: 24 hours
Classes: Bard, Druid, Ranger
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Charm Person
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your Companions are Fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your Companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st. The Creatures must be within 30 feet of each other when you target them.
Show Attribute List
Attributes
Charm Person
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.









Comments

Popular posts from this blog

Fanastyl -- Fighter -- Dragonborn (Blue)

Jiyli -- Fighter -- Half-Orc

Vad -- Barbarian -- Minotaur