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
- Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use shields made of metal)
- Weapons: Simple Weapons, Martial Weapons, battleaxe, handaxe, light hammer, and warhammer
- Tools: Brewer’s supplies, Dragonchess set
- Saving Throws: Strength, Constitution
Equipment
- a pouch containing 35 gp
- one potion of healing (2d4+2)
- greataxe
- two handaxes
- explorer’s pack
- four javelins
- traveler’s clothes
- dragonchess set
- poorly wrought maps from your homeland that depict where you are in Faerûn
- a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship
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.
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You cannot cast spells or concentrate on them while raging.
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:
-
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
-
When you transform, you assume the beast’s hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
-
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
-
You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
-
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
-
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds.
Spells
Cantrips
Resistance
- School: Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a miniature cloak)
- Duration: Concentration, up to 1 minute
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
- School: Conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 10 minutes
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
- School: Evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
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
- School: Evocation
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S
- Duration: Instantaneous
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
- School: Divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 10 minutes
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
- School: Divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
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
- School: Abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
- Duration: Concentration, up to 1 hour
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
- School: Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a leaf of sumac)
- Duration: Concentration, up to 10 minutes
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).