Dwarf

Hedgerow's page

83 posts. Alias of Zedth.


Full Name

Hedgerow

Race

Hill Dwarf Moon Druid 2 | AC 15 | HP 21 | Saves: Str +1, Dex +1, Con +3, Int +1, Wis +5, Cha +0 | Init +1 | Passive Perception 15 | Tiger form: AC 12, HP 37

Classes/Levels

Spells/Combat:
  • Slots: Lvl 1 - 3/3
  • Spell Save DC 13, Spell Attack +5
  • Warhammer +3, 1d8+1
  • Javelin +3, 1d6+1
  • Gender

    M

    Strength 12
    Dexterity 13
    Constitution 16
    Intelligence 8
    Wisdom 16
    Charisma 10

    About Hedgerow

    XP: 300

    Cursed!!:

  • Whenever Hedgerow uses wildshape, there is a 50% chance to enter shadow-form. (Low rolls = shadow form, high rolls = no effect).
    While in this form, he deals extra necrotic damage with your natural attacks equal to your Wisdom Modifier, can pass between the ethereal and normal plane as an action, and have darkvision out to 120 feet. (actually really powerful)
  • Upon entering this shadow-form, a blast of 1d6 necrotic damage damages every creature within a 30' radius (not-preventable)
  • Upon entering this shadow-form, Hedgerow must make a DC 12 Con save or be subjected to one of two affects: Roll 1d2. (1) - Hedgerow's intelligence becomes 3 for the duration of your wildshape (preventing controlled transformation back and the ability to make any plans, but it does not interfere with the ability to tell friend from foe), (2) - gain sunlight sensitivity (as a drow) for the duration of the wildshape.
  • Hedgerow needs to make these checks every time he wildshapes. The curse can be removed with a remove curse spell, or a lesser restoration spell cast from a 3rd level spell slot on your shadow-form.

    ------------

  • Traits:
    Personality: Values other's safety over his own.
    Ideal: Liberty. He places utmost importance on self-sufficiency and he suffers no tyranny. He knows that man and beast both thrive under freedom.
    Bond: Feels it is his duty to protect the weak from those who would exploit them. Animals and people alike.
    Flaw: Tends to react with violence more often than he should.

    Appearance: Hedgerow's brown hair has streaks of blonde from sun bleaching and leathery brown skin owing to his extensive time spent outdoors. No one would accuse him of being handsome but he has a rugged strength of determination and confidence that is apparent in his demeanor. His face, chest, and arms are covered in bristly unkempt hair, spilt liberally by many white scars from a life spent working with clawed animals. He is average height and weight for a hill dwarf.

    Story:

    The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin.

    On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan caravaneers were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the forest. The dwarf child ran into the wood with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure even of his next meal.

    The child traveled all day, finally succumbing to sleep in the nook of a sturdy tree branch. The following lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge.

    FOOM!

    He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had sent the flame flying toward an agile target! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth.

    A few short minutes later he stood up to regain his bearings but was taken aback as he met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
    "What is your name? What are you doing here?"

    ---------------

    He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right.

    Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life.

    ----------

    Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity and other clashing armies in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. It wasn't long before he himself joined the ranks of these soldiers, using his magic and warhammer in a fierce determination to end the forces of tyranny.

    ==================

    Magic (+5 to hit; DC 13, Level 2 + Wis 3 = 5 spells)
    Cantrips: Druidcraft, Produce Flame
    1st: (3/3 slots) Animal Friendship, Cure Wounds, Entangle, Faerie Fire, (need to rest to memorize one more)

    ==================

    Statistics
    Hedgerow
    Hill Dwarf Druid (of the Moon) 2, Neutral
    Init +1; Senses Darkvision, Perception +5
    DEFENSE
    AC 15 w/shield
    HP 21 [HD = d8; HP = 8+5, +3(Con x2 levels) +1(hill dwarf x 2 levels)]
    Saving Throws Strength +1, Dexterity +1, Constitution +3, Intelligence +1, Wisdom +5, Charisma +0, Advantage on saves vs poison. Resistance vs poison.
    OFFENSE
    Melee Scimitar +3 (1d6+1); Warhammer +3 (1d8+1)
    Ranged Javelin +3, 30'/120' (1d6+1); Produce Flame +5, 30' (1d8 fire)
    Ability Scores
    Str 12, Dex 13, Con 16, Int 8, Wis 16, Cha 10

    Proficiencies
    Proficiency Bonus +2
    Armor: Light and medium, shields
    Weapons: battleaxe, handaxe, light hammer, warhammer, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears;
    Tools: Brewer's supplies, Herbalism Kit, Musical Instrument - Drum
    Saves: Wisdom and Intelligence

    Skills Perception +5 (passive 15), Insight +5, Athletics +3, Survival +5
    Feats n/a
    Racial abilities Darkvision 60', dwarven combat (weapon) training, 25 feet speed, advantage vs poison, resistance vs poison
    Class Abilities Cantrips, spellcasting, ritual casting, Druidic Language, Wild Shape (2 uses, refreshes after short rest), Combat Wild Shape (wild shape as a bonus action, while transformed may use a bonus action to expend one spell slot to regain 1d8 hp per level of the spell slot expended), Circle Forms (transform into a beast with a CR as high as 1)

    Future Abilities:
    Primal Strike (at 6th level your attacks in beast form count as magical)

    Languages Common, Dwarfish, Druidic, Elfish

    Background Outlander. Feature: Wanderer (Can always recall 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 the land offers sufficient means)

    Equipment
    Armor: Bear Hide Armor, Wooden Shield
    Weapons: Scimitar, Warhammer, Staff, Dagger, Javelin x4
    Wearing: Druidic focus (bear claw, wolf tooth, and eagle talon talisman), traveler's clothes
    Backpack: bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' hempen rope, hunting trap, map case, chalk x6, flask, tankard, healer's kit, oil x2, iron pot, empty sack, signal whistle, brewer's supplies, herbalism kit, drum
    Money: pouch with 55 gp

    Original, for reference:

    Background
    The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin.

    On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan caravaners were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the woods. The dwarf child ran into the woods with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure of his next meal.

    The child traveled all day, finally sleeping in the nook of a sturdy tree branch. The next lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge.

    FOOM!

    He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had claimed an animal for dinner with it! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth.

    A few short minutes later he stood up to regain his bearings, and met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
    "What is your name? What are you doing here?"

    ---------------

    He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right.

    Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life.

    ----------

    Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. After the war ended, his good friend Vex and his fellow war scouts invited Hedgerow to their city to share in the victory celebrations.

    In the last seven years since the war, Hedgerow has made a home both inside the town and in its nearby woods. He is often seen coming and going, bringing in furs and fresh meats to be sold to local merchants. He is also known to get into fights over perceived slights about his heritage, or the blatant mistreatment of people and animals. He suffers no fools when it comes to intentional abuse. Though he is more at home in the wilds, he has developed an admiration for the peoples of Hochoch in their fight for freedom and spends an increasing amount of time within the city's walls.

    Hedgerow mostly avoids the recent politics of Hochoch, sticking to his inner code for guidance.

    ----------------

    Appearance: Hedgerow's brown hair has streaks of blonde from sun bleaching and leathery brown skin owing to his extensive time spent outdoors. No one would accuse him of being handsome but he has a rugged strength of determination and confidence that is apparent in his demeanor. His face, chest, and arms are covered in bristly unkempt hair, spilt liberally by many white scars from a life spent working with clawed animals. He is average height and weight for a hill dwarf.

    Traits:
    Personality: Values other people's happiness over his own.
    Ideal: Liberty. He places utmost importance on self-sufficiency and he suffers no tyranny. He knows that man and beast both thrive under freedom.
    Bond: Feels it is his duty to protect the weak from those who would exploit them. Animals and people alike.
    Flaw: Tends to react with violence more often than he should.

    Campaign questions:
    What’s one magic item your character would go to great lengths to attain? -Something that would enhance his shapeshifting (ability to shift more often, longer durations, more powerful animal options, greater strength/dex, etc)
    What’s one thing your character wants that money can’t buy? -The identity and location (or the head...) of the giant(s) who slew his father.
    Name and describe one person in Hochoch who would do you a favor (and might ask one in return). -Vex, the half-elf scout leader who he met in the woods outside Hochoch in the years during the giant war. Vex is a outspoken member of the "Freemen of Geoff".
    How does your character spend his or her money? -He has a taste for wine due to his elvish upbringing. He enjoys purchasing land (not for ownership's sake, but to keep it from being deforested and/or pushing animals out of their habitat) and purchasing exotic animals (so that they can be released and/or rehabilitated).

    ------------

    Statistics
    Hedgerow
    Hill Dwarf Druid of the Moon 4, Neutral Good
    Init +6; Senses Darkvision, Perception +6, Alert (feat, see below)
    DEFENSE
    AC 15 w/shield
    HP 39 [HD = d8; HP = 8+5+5+5, +12(Con) +4(hill dwarf)]
    Saving Throws Strength +1, Dexterity +1, Constitution +3, Intelligence +1, Wisdom +6, Charisma +0, Advantage on saves vs poison. Resistance vs poison.
    OFFENSE
    Melee Scimitar +3 (1d6+1); Warhammer +3 (1d8+1)
    Ranged Javelin + 3, 30'/120' (1d6+1); Produce Flame +6, 30' (1d8 fire)
    Ability Scores
    Str 12, Dex 13, Con 16, Int 8, Wis 18, Cha 10

    Proficiencies

  • Proficiency Bonus +2
  • Armor: Light and medium, shields
  • Weapons: battleaxe, handaxe, light hammer, warhammer, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears;
  • Tools: Brewer's supplies, Herbalism Kit, Musical Instrument - Drum
  • Saves: Wisdom and Intelligence

    Skills Perception +6 (passive 16), Insight +6, Athletics +3, Survival +6
    Feats Alert (+5 initiative, can't be surprised, other creatures don't get advantage on attack rolls against me as a result of being hidden.)
    Racial abilities Darkvision 60', dwarven combat (weapon) training, 25 feet speed, advantage vs poison, resistance vs poison
    Class Abilities Cantrips, spellcasting, ritual casting, Druidic Language, Wild Shape (2 uses, refreshes after short rest), Combat Wild Shape (wild shape as a bonus action, while transformed may use a bonus action to expend one spell slot to regain 1d8 hp per level of the spell slot expended), Circle Forms (transform into a beast with a CR as high as 1), Primal Strike (at 6th level your attacks in beast form count as magical)
    Languages Common, Dwarfish, Druidic, Elfish

    Magic (+6 to hit; DC 14, Level 4 + Wis 4 = 8 spells)
    Cantrips: Druidcraft, Produce Flame, Thornwhip,
    1st: (4/4 slots) Animal Friendship, Cure Wounds, Entangle, Faerie Fire
    2nd: (3/3 slots) Enhance Ability, Flame Blade, Heat Metal, Lesser Restoration

    Background Outlander. Feature: Wanderer (Can always recall 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 the land offers sufficient means)

    Equipment
    Armor: Bear Hide Armor, Wooden Shield
    Weapons: Scimitar, Warhammer, Staff, Dagger, Javelin x4
    Wearing: Druidic focus (bear claw, wolf tooth, and eagle talon talisman), traveler's clothes
    Backpack: bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' hempen rope, hunting trap, map case, chalk x6, flask, tankard, healer's kit, oil x2, iron pot, empty sack, signal whistle, brewer's supplies, herbalism kit, drum
    Money: pouch with 56 gp, 5 sp, 5 cp

  • Brown Bear:

    Brown Bear
    Large beast, unaligned
    AC 11 (natural armor)
    HP 34 (4d10+12)
    Speed 40ft., climb 30ft.
    STR DEX CON INT WIS CHA
    19(+4) 10(+0) 16(+3) 2(−4) 13(+1) 7(−2)
    Skills: Perception +3
    Senses: Passive Perception 13
    Challenge 1 (200 XP)
    Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
    Actions:
    Multiattack. The bear makes two attacks: one with its bite and one with its claws.
    Bite: Melee Weapon, Attack: +5 to hit, reach 5ft., one target. Hit: 1d8+4 piercing damage.
    Claws: Melee Weapon, Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+4 slashing damage.
    ------------

    Giant Hyena:

    Giant Hyena
    Large beast, unaligned
    AC 12
    HP 45 (6d10+12)
    Speed 50ft.
    STR 16(+3) DEX 14(+2) CON 14(+2) INT 2(-4) WIS 12(+1) CHA 7(-2)
    Skills Perception +3
    Senses Passive Perception 13
    Challenge 1 (200 XP)
    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.
    Actions
    Bite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+3 piercing damage.
    ----------

    Giant Spider:

    Giant Spider
    Large beast, unaligned
    AC 14 (natural armor)
    HP 26 (4d10+4)
    Speed 30 ft., climb 30 ft.
    STR 14(+2) DEX 16(+3) CON 12(+1) INT 2(-4) WIS 11(+0) CHA 4 (-3)
    Skills Stealth +7
    Senses blindsight 10 ft., darkvision 60ft.,
    Passive Perception 10
    Challenge 1 (200 XP)
    Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
    Web Walker: The spider ignores movement restrictions caused by webbing.
    Actions
    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
    creature. Hit: 7 (1d8 + 3) piercing damage, and the
    target must make a DC 11 Constitution saving throw,
    taking 9 (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 (Recharge 5–6). Ranged Weapon Attack: +5 to hit,
    range 30/60 ft., one creature. Hit: 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).
    -----------

    Tiger:

    Tiger
    Large beast, unaligned
    AC 12, HP 37 (5d10 + 10)
    Speed 40 ft.
    STR 17(+3), DEX 15(+2), CON 14(+2), INT 3(−4), WIS 12(+1), CHA 8(−1)
    Skills Perception +3, Stealth +6
    Senses darkvision 60 ft., passive Perception 13
    Challenge 1 (200 XP)
    Keen Smell. The tiger has advantage on Wisdom
    (Perception) checks that rely on smell.

    Pounce: If the tiger moves at least 20 feet straight
    toward a creature and then hits it with a claw attack on
    the same turn, that target must succeed on a DC 13
    Strength saving throw or be knocked prone. If the
    target is prone, the tiger can make one bite attack
    against it as a bonus action.
    -Actions-
    Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one
    target. Hit: 8 (1d10 + 3) piercing damage.
    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
    target. Hit: 7 (1d8 + 3) slashing damage.
    ----------