Garlinndan Melia "Gary Oak"

Wood Elf Druid

Description:

Basic Information

Basic Statistics

Race Wood Elf Class Druid
Level 1 XP 0 Level Up: 300 HD d8
HP: 11 AC: 15 (Armor(12) + Shield(2) + Dex(1) Speed 35ft
Passive Perception 16
Initiative +1

Description

Sex: Male Age: 100 yrs old
Height: 5’5 Weight: 150 lbs.
Skin: Pale Eyes\Hair: blue\brown
Languages Common, Elvish, Druidic, Sylvan Alignment Chaotic Good

Abilities

Scores

STR 14 (+2) DEX 13 (+1) CON 17 (+3)
INT 10 (+0) WIS 18 (+4) CHA 12 (+1)

Proficiency

Bonus +2
  • Intelligence and Wisdom
  • Light and Medium Armor (nonmetal)
  • Shields (nonmetal)
  • Clubs, daggers, javelins, maces, quarterstaff, scimitars, sickles, spears
  • Healer’s Kit
  • Herbalism Kit

Features & Traits

  • Dark vision 60 feet
  • Keen Senses (proficiency in perception skill)
  • Fey Ancestry (advantage on saving throws against charmed and magic can’t put you to sleep)
  • Trance (elves don’t need to sleep instead mediate for 4 hours a day)
  • Elf weapon training (proficiency with long sword, short sword, short bow and longbow
  • Fleet of Foot (base speed is 35 feet)
  • Mask of the Wild ( you can attempt to hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena)

Arsenal

Quarterstaff

Attack: Probo (2) + STR Mod (2) Damage Die: 1d6
Range: Close Damage Type: bludgeoning
versatile 1d8

Sickle

Attack: Probo (2) + STR Mod (2) Damage Die: 1d4
Range: close Damage Type: slashing
light

Longbow

Attack: Probo (2) + DEX Mod (1): Damage Die: 1d8
Range: (150/600) Damage Type: piercing
heavy, two handed
Ammunition (20 Arrows)
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Equipment

Gear

  • Druidic focus (Sprigs of Mistletoe and Holly, Wand of Yew, Totem object incorporating feathers, fur, bones, and teeth from sacred animals, Staff drawn out of a oak tree)
  • Quiver (holds up to 20 arrows)
  • Winter blanket
  • Common clothes
  • Explorer’s Pack (includes, Backpack [1 cubic foot/30 pounds of gear] Bedroll, Mess kit [this tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl], tinderbox [This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch, or anything else with abundant, exposed fuel, takes an action. Lighting any other fire takes 1 minute. 10 torches [A torch bursn for 1 hour, providing bright light in a 20 foot radius and dim light for additional 20 feet. If you make a melee attack with a burning torch and hit it deals 1 fire damage] 10 days trial rations [Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack and nuts.] waterskin [ 4 pints of liquid] Also 50 feet of hemp rope [2HP DC17 STR burst] is strapped to the side of it)
  • Herbalism Kit [This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
  • Healer’s Kit (This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action you can expend one use of the kit to stabilize a creature that has 0 HP, without needing to make a Medicine Check) 0/10

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Clothing & Armor

  • Common clothes (no AC bonus)
  • Deer Hide Armor (m) (12+DEX) (max 2)
  • Wooden Shield (oak) (+2)
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Weapons

  • Quarterstaff
  • Sickle
  • Longbow

Skills

Name Total Ability Mod Proficiency
Acrobatics 2 2 N
Animal Handling 4 4 N
Arcana 0 0 N
Athletics 2 2 N
Deception 1 1 N
History 0 0 N
Insight 4 4 N
Intimidation 1 1 N
Investigation 1 1 N
Medicine 6 4 2
Nature 2 0 2
Perception 6 4 2
Performance 1 1 N
Persuasion 1 1 N
Religion 2 0 2
Sleight of hand 1 1 N
Stealth 1 1 N
Survival 6 4 2
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Spells

  • Spellcasting Ability: Wisdom (4)
  • Spell DC Save: 8 + Probo (2) + Wis Mod (4) = 14
  • Spell Attack Bonus: Probo (2) + Wis Mod (4) = 6
  • Spells Prepared: Wis Mod (4) + Druid Level (1) = 5
  • Spell Recover: After Long Rest
  • Ritual Casting: Casting Time + 10 Minutes. Certain Spells ONLY (1 detect magic, detect poison & disease, purify food & drink, speak with animals, 2 animal messenger, beast sense, locate animal or plants, 3 feigh death, meld to stone, water breathing, water walk, 4 divination 5 commune with nature)

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Cantrips

Known (2)

  • Druidcraft (CT 1 action) (R 30ft) (Comp V&S) (D Instantaneous) (Create one of the follow effects 1. You create a tiny harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. 2. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. 3. You create an instantaneous, harmless sensory effect, such as falling leaving, a puff of wind, the sound of a small animal or faint order of skunk. 5ft cube. 4. You instantly light or snuff out a candle, torch or a small campfire.)
  • Shillelagh (CT 1 bonus action) (R touch) (Comp V,S&M) (D 1 minute) (The wood of a club or quarterstaff you a holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of STR for 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.)

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Spell Slots

Level One (0/2)

  • Cure Wounds (CT 1 action) (R touch) (Comp V&S) (D Instantaneous) (Heal 1d8 + Wis Mod. AT HIGHER LEVELS in crease healing by 1d8 per level)
  • Entangle (CT 1 action) (R 90ft) (Comp V&S) (D Concentration up to 1 minute) (Grasping weeds and wines sprout from the ground in a 20 foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a STR saving throw or be restrained by the entangling plants until the spells ends. A creature restrained by the plants can use its action to make a STR check against your spell save DC. On a success it free itself. When the spell ends, the conjured plants wilt away.)
  • Fog Cloud (CT 1 action) (R 120ft) (Comp V&S) (D Concentration up to 1 hour) (You create a 20ft radius sphere of fog centered on a point with range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed, at least 10 MPH, disperses it. AT HIGHER LEVELS radius increases by 20 ft per level)
  • Faire Fire (CT 1 action) (R 60ft) (Comp V) (D Concentration up to 1 minute) (Each object in a 20 foot cube within range is outlined in your choice of blue, green, or violet light. Any creature in the area when the spell is cast is also outlined in light if it fails DEX 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.)
  • Thunderwave (CT 1 action) (R self 15ft cube) (Comp V&S) (D Instantaneous) (A wave of thunderous force sweeps out from you. Each creature in a 15ft cube originating from you must make a CON saving throw. On 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 an isn’t pushed. In addition, unsecured objects that are completely within the area are automatically pushed 10ft away from you by spell’s effect and the spell emits a thunderous boom audible out to 300 feet. AT HIGHER LEVELS damage is increased by 1d8 for each level)

Money

5gp
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Bio:

Bio Archetypes

Background

  • Hermit (I was partaking in a communal living in accordance with the dictates of a religious order)
  • Acolyte (Shelter of the Faithful: As an acolyte you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have residence there. this could be the temple where you used to serve, if you remain on good terms with it, or a temple where you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple)

Personality Traits

  • I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
  • My leader of my community had something to wise to say on every topic and I am eager to share that wisdom.

Ideals

  • Greater Good (My gifts are meant to be shared with all, not used for my own benefit)
  • Aspiration (I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.)

Bonds

  • Nothing is more important than the other members of my hermitage, order or association.
  • I will do anything to protect the temple where I served

Flaws

  • I put too much trust in those who wield power within my temple’s hierarchy
  • Now that I’ve returned to the outside world, I enjoy its delights a little too much.

Backstory

Before, there was only Mother Earth and Father Sky. The Two loved each other very much, and made the true powers behind everything, the elements. Today only the Speakers of the Three Houses commune with them. The Speakers of Stars, Sun, and Moon form the House of the Sky. The Speakers of Stone, Sea, and Tree form the House of the Earth. The Speakers of Spirit and Shadow form the House of Destiny. Each have their roles, each have their secrets.

I grew up in the care of my grandfather in a sacred grove hidden away in the mountains. I became an Acolyte at the young age of 70, which was uncommon of us elves, but not unexpected of me. Being the grandson of a great teacher. I have reached the rank of Walker at in only 30 years, which many take 40. Now I’m on my pilgrimage to the Speakers of the Three Houses to undertake the Ritual to become a Guardian. Each will be hard and deadly in their own ways. I do not fear them. But I have never been to the outside world before, and unaccustomed to their ways. But like Grandfather always said the first step on the journey is a doozie. I want to be the ever best, like no one was before. I left as a young man and someday I will return a Guardian. A protector. A champion.

Matar, God of Nature, neutral good, Life and Nature

Garlinndan Melia "Gary Oak"

Generation 2.5(e) DnD_508