Radi Hamdi

Lichen the Wanderer's page

366 posts. Alias of Skorn.


Full Name

Lichen Oakleaf

Race

Human/Calishite

Classes/Levels

Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Gender

Male

Size

Medium

Age

33

Special Abilities

Druid, Shape Change

Alignment

NG

Deity

nature

Languages

Common, Druidic, Primordial, Sylvan

Occupation

Hermit

Strength 14
Dexterity 11
Constitution 12
Intelligence 16
Wisdom 18
Charisma 9

About Lichen the Wanderer

Background:

Lichen has lived alone in the woods for quite a long time spending his days in meditation and prayer to the gods of nature. He needed to commune with nature far from civilization. Finally his prayers were answered and his dedication was rewarded with both the gifts and obligations of a druid. Now, armed with the powers of nature he must spend his days protecting his charge while wandering, looking for causes to champion.

Wondering about what his discovery might be that drove him from hims secluded and beloved wilderness and back into the world of men to take action at last.

Traits - Note some of these are secret to the character:

Personality: Traits: Feels empathy for all who suffer

Ideal: Greater good. Gifts are meant to be shared with all.

Bond: My isolation gave me great insight into a great evil that only I can destroy.

Flaw: I’d risk too much to uncover a lost bit of knowledge.

Appearance:

Rugged and perhaps a little gamy, Lichen spends little time on his physical appearance. He dresses in browns and greens and usually can be found wearing hide armor. His brown hair and beard are long but usually combed and washed. His eyes are piercing blue.

Statistics
Lichen the Wanderer
Human Druid 2
Alignment Neutral Good
Init +1; Senses: Passive Perception 21

DEFENSE
AC 14 or animal form
hp 15 (2d8+2)
Saving Throws (Int and Wisdom)
Strength +2, Dexterity +0, Constitution +1, Intelligence +5, Wisdom +6, Charisma -1

OFFENSE
Club +4 or +6 1d8+2
Ranged Dart +4 1d4+2
Produce Flame +6 1d8

Spoiler=Moon Circle
At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action. Additionally, when you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.
At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).
At 10th level, you can expend two uses of your wild shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental.
At 14th level, you may alter your form in more subtle ways. You can cast the alter self spell at will.
[/sppiler]

Spells
2 Cantrips, 4+1 First Level (3 slots)

Cantrips

Produce Flame:

Conjuration cantrip
Casting Time: 1 action
Range: Self and 30'
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.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shillelagh:

Transumtation cantrip
Casting Time: 1 bonus action
Range: touch
Components: V,S,M (Mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

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.

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First Level

X Absorb Elements; Reaction:

1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

X Animal Friendship:

1st level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 24 hours

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 spell 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.

Beast Bond:

1st-level divination

Casting Time: 1 action

Range: Touch

Components: V, S, M (a bit of fur wrapped in a cloth)

Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Charm Person:

Casting Time: 1 action

Range: 30ft

Components: V, S

Duration: 1 hour

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 it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

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.They must be within 30ft of each other when you target them.

Create or Destroy Water:

1st-level transmutation

Casting Time: 1 action

Range: 30 ft

Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

X Cure Wounds:

1st-level 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 + 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.

Detect Magic; Ritual:

1st-level 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 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.

Detect Poison and Disease:

1st-level divination (ritual)
Casting Time: 1 action

Range: Self

Components: V, S, M (a yew leaf)

Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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.

Earth Tremor:

1st-level evocation

Casting Time: 1 action

Range: Self (10-foot radius)

Components: V, S

Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Entangle:

1st-level Conjuration[1]

Casting Time 1 Action
Range 90 feet
Components V, S
Duration Concentration, up to 1 minute
Grasping weeds and vines 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 Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

X Faerie Fire:

1st-level evocation

Casting Time: 1 Action

Range: 60 Feet

Components: Verbal

Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined by 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.

Fog Cloud:

1st-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within 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 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

X Goodberry:

1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a sprig of mistletoe)

Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Healing Word:

1st-level evocation

Casting Time: 1 Bonus Action

Range: 60 Feet

Components: Verbal

Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 increased by 1d4 for each slot level above 1st.

Ice Knife:

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: S, M (a drop of water or piece of ice)

Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above first.

Jump:

1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (A grasshopper’s hind leg)

Duration: 1 minute

You touch a creature, the creature’s jump distance is tripled until the spell ends.

Longstrider:

1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of dirt)

Duration: 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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.

Purify Food and Drink:

1st-level transmutation(ritual)

Casting Time: 1 action

Action Range: 10 feet

Components: V,S

Duration: Instantaneous

All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Speak with Animals:

1st-level 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, at the DM’s discretion.

Thunderwave:

1st-level 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 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.

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


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STATISTICS
Str 14, Dex 11, Con 12, Int 16, Wis 18, Cha 9

Proficiency Bonus +2
Insight (passive):14
Investigation (passive):13
Perception (passive):21

Weapon Proficiencies Light and Medium armor but no metal; Druis Weapons (Club Daggers, Darts, Javelin, Mace Quarterstaff, Scimitar, Sickle, Slings, Spear

Tools:
Herbalism Kit

Skills:
Acrobatics +0
Animal Handling +6
Arcana +3
Athletics +2
Deception -1
History +3
Insight +4
Intimidation -1
Investigation +3
Medicine +6
Nature +3
Perception +6
Performance -1
Persuasion -1
Religion +5
Sleight of Hand +0
Stealth +0
Survival +6

Languages: Common, Druidic, Primordial, Sylvan

Class Abilities:
Wild Shape: You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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.

Druid
•Light and Medium Armor
Druid weapons

Carry: 210 lb maximum

Equipment:
Hide Armor
Shiled
Club
Staff
darts (6)
Scimitar

Winter Blanket
Waterskin
A scroll case stuffed full of notes from your studies or prayers
Bedroll
RationsX8
Rope
tinderbox
mess kit
Backpack
notes
torches
Explorer's pack

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.

Trinket - Silver Raven Icon

Animal forms:

Brown Bear:

Str +4
Dex +0
Con +3
HP 34
AC 11
Speed 40 Climb 30
Multiattack +5/+5 Bite 1d8+4 piercing/Claws 2d6+4 slashing
Keen Smell - Advantage on perception smell checks

Dire Wolf:

Str +3
Dex +2
Con +2
HP 37
AC 14
Speed 50
Bite +5 2d6+3 piercing & Dc 13 STR or knocked prone
Keen Hearing and Smell - Advantage on perception smell or hearing checks
Pack Tactics - Advantage on attacks if ally is adjacent to enemy
+4 Stealth

Giant Hyena:

Str +3
Dex +2
Con +2
HP 45
AC 12
Speed 50
Bite +5 2d6+3 piercing &
Rampage = Bonus action to move 1/2 speed and attack again when you drop an enemy

Giant Spider:

Str +2
Dex +3
Con +1
HP 26
AC 14
Speed 30
Bite +5 1d8+3 piercing & DC 11 Con or 2d8 poison save for half
Web Recharge of 5 +5 to hit rstraints target DC 12 Str
Keen Hearing and Smell - Advantage on perception smell or hearing checks
Spider Climb, Web Sense, Web Walker
+7 Stealth

Lion:

Str +3
Dex +2
Con +1
HP 26
AC 12
Speed 50
Bite +5 1d8+3 piercing and Claw 1d6+3 Slashing
Keen Smell - Advantage on perception smell checks
Pounce charge 20 straight and try to knock prone and use a bonus action to attack with bite.
+6 Stealth
Running Leap 10 feet and then can long jump up to 25 feet.

Tiger:

Str +3
Dex +2
Con +2
HP 37
AC 12
Speed 40
Bite +5 1d10+3 piercing and Claw 1d8+3 Slashing
Keen Smell - Advantage on perception smell checks
Pounce charge 20 straight and try to knock prone (DC 12 Str) and use a bonus action to attack with bite.
+6 Stealth