Llwyd

Basics

Name Llwyd ap Rhys
Age 24
Class Barbarian (1) / Druid (3)
Background Far Traveler
Race Hill Dwarf
Alignment Lawful Neutral
Speed 25
Armor Class 16
Initiative +2
Proficiency Bonus +2
Spell Save DC 13
Spell Attack Mod +5
Languages Common, Dwarvish, Druidic, Draconic

Max Current
Hit Points 47 47
Hit Dice 1d12, 3d8 1d12, 3d8
Rages 2 2
Spells 1 4 3
Spells 2 2 2
Wild Shape 2 2

Stats

Value Bonus
Strength 17 +3
Dexterity 15 +2
Constitution 18 +4
Intelligence 13 +1
Wisdom 16 +3
Charisma 14 +2

Attacks

Weapon Bonus Damage Tags
Greataxe +5 1d12 + 3 slashing Heavy, 2-handed
Handaxe +5 1d6 + 3 slashing Light, Thrown (20/60)
Javelin +5 1d6 + 3 piercing Thrown (30/120)

Skills

Name
+2 Acrobatics Dex
+4 Animal Handling Wis
+1 Arcana Int
+5 Athletics Str
+2 Deception Cha
+1 History Int
+5 Insight Wis
+2 Intimidation Cha
+1 Investigation Int
+3 Medicine Wis
+1 Nature Int
+5 Perception Wis
+2 Performance Cha
+2 Persuasion Cha
+1 Religion Int
+2 Sleight of Hand Dex
+2 Stealth Dex
+5 Survival Wis

Proficiencies

Equipment

Traits

Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Rage

In battle, you fight with primal ferocity. On your turn you can enter a rage as a bonus action.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Spellcasting (Druid)

Drawing on the divine essence of Nature itself, you can cast spells to shape that essence to your will.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

To cast one of these spells, you must expend a slot of the spell’s level or higher. Casting a spell does not remove it from your list of prepared spells. You regain all expended spell slots when you finish a long rest.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Combat Wild Shape

You can use an action or bonus action to magically assume the shape of a CR 1 or lower beast (with no flying or swimming speed) that you have seen before. You regain expended uses when you finish a short or long rest.

You can stay in a beast shape for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds.

Spells

Cantrips

Resistance

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Produce Flame

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

1st Level

Cure Wounds

A creature you touch regains a number of hit points equal to 1d8 + 3. This spell has no effect on undead or constructs.

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.

Thunderwave

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a (DC 13) Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Speak With Animals

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you.

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.

2nd Level

Pass Without Trace

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Flame Blade

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Background (Far Traveler)

Personality Trait I have a strong code of honor or sense of propriety that others don’t comprehend.
Ideal Open. I have much to learn from the kindly folk I meet along my way.
Bond So long as I have this token from my homeland, I can face any adversity in this strange land.
Flaw I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.

From Laerakond, a continent from Abeir that crossed over to Toril during the Spellplague. Many portions of Laerakond were ruled over by dragons, so I’m familiar with them and their language.

Wild Shapes

Giant Hyena

Size Large
Armor Class 14
Speed 50
Hit Points 45
Hit Dice 6d10
Strength 16 +3
Dexterity 14 +2
Constitution 14 +2
Attack Bonus Damage
Bite +5 2d6 + 3 piercing

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Dire Wolf

Size Large
Armor Class 14
Speed 50
Hit Points 37
Hit Dice 5d10
Strength 17 +3
Dexterity 15 +2
Constitution 15 +2
Attack Bonus Damage
Bite +5 2d6 + 3 piercing

Bite. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Ape

Size Medium
Armor Class 14
Speed 30
Hit Points 19
Hit Dice 3d8
Strength 16 +3
Dexterity 14 +2
Constitution 14 +2
Attack Bonus Damage Tags
Fist +5 1d6 + 3 bludgeoning multiattack (2)
Rock +5 1d6 + 3 bludgeoning ranged (25/50)

Giant Spider

Size Large
Armor Class 14
Speed 30 (climb 30)
Hit Points 26
Hit Dice 4d10
Strength 14 +2
Dexterity 16 +3
Constitution 12 +1
Attack Bonus Damage Tags
Bite +5 1d8 + 3 piercing
Web +5 ranged (30/60) / recharge (5/6)

Bite. The target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web, 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).