Fey Friend

Djon Wari's page

94 posts. Alias of Flashohol.


Classes/Levels

Halfling Druid

Status:
Init: +3 | HP: 10/10 | AC: 16 | Saves: Str -1, Dex +3, Con +2, Int +2, Wis +5, Cha +0 | Passive Insight: 13 | Passive Perception: 15

Gender

Strength 8
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Djon Wari

Name: Djon Wari
Race: Ghostwise Halfling
Class: Druid
Background: Outlander

Statistics:
AC: 16 (Leather Armor, Shield)
HP: 10 (1d8+2)
Speed: 25'
Init: +3
Proficiency Bonus: +2
Saves: Str -1, Dex +3, Con +2, Int +2, Wis +5, Cha +0

Common Attacks:
Shillelagh: +5 Hit; 1d8+3 Dmg (Counts as Magic)
Frostbite: Con Save DC 13; 1d6 Dmg; 60' Range (Disadvantage on the next weapon attack)

Proficiency: (+2)
Saves: Intelligence and Wisdom
Skills: Athletics, Survival, Perception, Arcana
Languages: Common, Halfling, Elvish, Druidic
Items: Clubs, daggers, darts, javelins, maces, staffs, scimitars, sickles, slings, spears, herbalism kit, Ocarina (Flute),

Spells:

Cantrips: (2)
Shillelagh
Frostbite

1st Level: (2/day)
Healing Word
Entangle
Faerie Fire
Thunderwave

Abilites:

Racial Abilities: Ghostwise Halfling
Ability Score Increase: +2 Dexterity, +1 Wisdom
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Silent Speach: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Class Features:
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Background Feature:
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Equipment:

Gear:
Staff, Wooden Shield, Scimitar, Leather Armor, Hunting Trap, Trophy: Bone Ocarina, Traveler’s Clothes, Druidic Focus (Bone Whistle), Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50ft of Rope)

Wealth:
10g

So I heard you like fluff:

Djon's ancestral home is a sacred space located within the ancient ruins along the Storval Plateau of Varisia. Well hidden and protected by natural phenomenon and age old magics, the ghostwise tribe lived in relative peace for centuries while protecting their treasured enclave.

The halfling's adventurous personality was a stark contrast his brethren's usual xenophobic tendencies. He'd often travel from his home much further than his brothers and sisters would ever dare while exploring the ancient caverns and ruins of the plateau. His wanderlust drove him further and further from his community until eventually his clan, fearful of what he might bring to the community, exiled the halfling from his home.

Djon's exile was not a cruel punishment however and before he set out on his journey the young halfling was blessed by his elders with knowledge and wisdom beyond his own age. They had freed him from his familial attachments, allowing the boy to entertain his adventurous nature to his hearts content. The lone halfling ventured forth from his secluded homeland into the wilds where he would meet friends and enemies alike. Hoping to one day to return with the strength guide his people from their isolation so that they too could carve their own destinies.