Varisian Barbarian

Adonius's page

117 posts. Alias of Jubal Breakbottle.


Classes/Levels

Stats:
AC 16 | Str +2, Dex +5, Con +2, Int +0, Wis +3, Cha +0 | Initiative +3 | Perception +5, Darkvision 120 ft

Gender

Monk / Moon Druid Cynidicean | HP 24/24 | HD 3/3d8 | Wild Shape 0/2 | 1st 3/3 | Goodberries 13 | Inspiration!

About Adonius

Description:
Standing 5' 11" and weighing 165 lbs, this Cynidicean wears rugged miner gear, carries a wooden staff, and shoulders a backpack. A sheathed shortsword and pouch hang from his belt.

Backstory:
Adonius grew up in the Brotherhood of Gorm who sees themselves as the solution to the problems of Cynidicea obviously. He looks on wanton use of magic as the major cause of the dreamworlds of the underground city's residents and thus have big conflicts with the Magi of Usamigaras about the best way to cure the people. He also sees the female fighters of Madarua as unnatural and only worsening Cynidicea's troubles; Gorm taught that the woman's place was in the home. Women should not be banned from fighting but should certainly not be encouraged towards it. Also he dislikes the Madarua followers' use of force without a set code of justice to guide it. Only by the use of justice, the following of Gorm's laws, and the limitation of magic can Cynidicea be returned to its former state, and freed from both the dreams in which the people live and the tyranny of Zargon.

Adonius
Human: Cynidicean Monk 1 / Moon Druid 2 = 3 LN

AC 16 HP 24 Speed 30 ft

Str 11 (0) Dex 16 (3) Con 14 (2) Wis 16 (3) Int 10 (0) Cha 10 (0)

Attacks
Shillelagh (Bludgeoning) +5, 1d8+3
Unarmed (Bludgeoning) +5, 1d4+3
Shortsword (Piercing) +5, 1d6+3
Create Bonfire (Fire 60) Dex 13, 1d8
Thunderwave (Thunder 15^3) Con 13, 2d8

Ability Scores: 15, 15, 13, 11, 10, 10

Skills
History +2
Investigation +2
Perception +5
Stealth +5
Survival +5
Cartographer's tools
Thieves' tools

Languages
Common
Druidic
1.
2.

Equipment
Traveler's clothes
Wooden Staff
Shortsword
Dungeoneer's pack
* Crowbar
* Hammer and 10 pitons
* 10 torches, a tinderbox
* 10 days of rations
* Waterskin
* 50 feet of hempen rope strapped to the side of it
* Wooden case containing a map
* Miner's pick
* Shovel
* Bullseye lantern
* Healer's kit
* Climber's kit
* Cartographer's tools
* Thieves' tools
* Pouch containing 450 gp

Purchases 75 gp
Sold two-person tent - 2 gp
Sold 10 darts - 5 sp
Druidic focus (Wooden staff) - 5 gp
Healer's kit - 5 gp
Climber's kit - 25 gp
Cartographer's tools - 15 gp
Thieves' tools - 25 gp

Race Cynidicean Human (Variant)
* Ability Scores: Choose any two unique +1. Wis & Dex
* Size: Medium
* Speed: 30 ft.
* Languages. You can speak, read, and write Common and one extra language of your choice.
* Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
* Skills. You gain proficiency in one skill of your choice. (Perception)
* Feat. Telekinetic
You learn to move things with your mind, granting you the following benefits:
* Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
* You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
* As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + Wis modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Background Archaeologist
* Skill Proficiencies: (History -> Investigation), Survival
* Tool Proficiencies: Cartographer's tools or navigator's tools
* Languages: (One of your choice -> Thieves' tools)
* Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp
* Feature: Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

Class Monk
* Armor Proficiencies: none
* Weapons Proficiencies: simple weapons, shortswords
* Tools Proficiencies: any one type of artisan's tools or any one musical instrument of your choice
* Saving Throws: Strength, Dexterity
* Skills: Choose 2 from Acrobatics, Athletics, (History), Insight, Religion, and (Stealth).
* Starting Equipment
(a) a shortsword or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
10 darts

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
* When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Multiclassing Druid
* Armor Proficiencies: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Druid Spellcasting +5, DC 13
Cantrips
1. Create Bonfire VS Dex 1d8 fire, Concentration, 1 minute
2. Shillelagh VSM

Prepared level +Wis = 3 +3 = 6
1st-level
1. Absorb Elements S, Reaction
2. Detect Magic VS, Concentration, Ritual
3. Faerie Fire V, Concentration
4. Goodberry VSM
5. Healing Word V, Bonus
6. Thunderwave VS, Con 2d8 thunder, 15 ft cube

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast ShapesLevel Max. CR Limitations Example
2nd 1 No flying or swimming speed Wolf
4th 1 No flying speed Crocodile
6th 2
8th 2 — Giant eagle

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. 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 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.

Combat Wild Shape
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while 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.

* Dire Wolf AC 15 https://roll20.net/compendium/dnd5e/Dire%20Wolf#content
* Brown Bear AC 13 https://roll20.net/compendium/dnd5e/Monsters:Brown%20Bear#content