Full Name |
Dirk Thardram |
Race |
Dwarf |
Classes/Levels |
Druid / Level 2 |
Gender |
Male |
Languages |
Common, Dwarven |
Strength |
13 |
Dexterity |
14 |
Constitution |
17 |
Intelligence |
13 |
Wisdom |
17 |
Charisma |
14 |
About Dirk Thardram
WIS 17 (+3), CON 17 (+3), DEX 14 (+2), CHA 14 (+1), INT 13 (+1), STR 13 (+1)
XXX, Druid Lvl 2
HP: 20 (HD: 2d8)
Armor Class: 15 (Leather Armor +11, Shield +2, DEX mod +2)
Proficiency Bonus: +2
Save Proficiencies: INT, WIS
Skill Proficiencies: Nature (WIS), perception (WIS), athletics (DEX), survival (STR)
Armor Proficiencies: Shields, light armor, and medium armor (no metal)
Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, battleax, hand ax, warhammer, and light hammer
Tool Proficiencies: Smith’s tools, herbalist’s kit
Weapons: Club: +3 Atk, 1d4 Dmg (+5 Atk, 1d8 Dmg w/ Shillelagh)
Melee Attack Bonus: +3 (STR mod + proficiency bonus)
Ranged Attack Bonus: +4 (DEX mod + proficiency bonus)
Racial Abilities
- - Darkvision
- - Heavy armor doesn't slow
- - Resist poison damage
- - Advantage on saves against poison
- - Proficiency with axes and hammers
1st Level Druid Features
Drudic: Secret druid language. DC 15 Perception for others to notice hidden writing, Druid’s notice immediately. Non-Druid’s cannot read without magic.
Druid Spellcasting
2nd Level Druid Features
Wild Shape: Turn into any "Beast" you have seen with a Challenge Rating of 1 or less.
Druid Circle (Moon): Subclass.
- - Circle Forms: You can choose stronger animal forms (CR 1/4 -> CR 1).
- - Combat Wild Shape: Transform as a bonus action instead of a standard action. Burn a spell slot in order to heal self for 1d8 per spell slot level.
Magic
Casting Mod: Wisdom
Spell DC: 13 (8 + WIS mod + proficiency bonus)
Spell Attack Bonus: +5 (WIS mod + Proficiency Bonus)
Spell Slots: 1st level: 2/2
Daily Prepared Spells: 5 (WIS mod + Druid level), 2 cantrips
Spell List
Spoiler:
Cantrips/0-Level:
Shillelagh: Turns a club or quarterstaff into a magic weapon and changes its damage die to 1d8. You can also use your WIS mod instead of your STR mod when making melee attacks with the weapon.
Mold Earth: Affects 5^2ft of earth, pick one. Non-instant effects last one minute:
- - Shift or excavate loose earth or rubble, move up to 5ft
- - Flatten rocky terrain or obstruct clear terrain
- - Display colorful patterns, including words and images
.
1st Level Spells
Absorb Elements: When hit with elemental damage, gain resistance to that damage type. Add 1d6 of the absorbed elemental damage to your next attack against triggering damage source.
Fog Cloud: Make a 20-foot sphere of cloud for 1-hour #HiddenMistJutsu.
Animal Friendship: Charm an animal with an INT <4 for 24 hours. The creature may resist with a WIS save.
Faerie Fire: Causes several targets in a cone to glow. Attacks against glowing targets have advantage, and glowing creatures/objects can't be invisible
Cure Wounds: Heal touched target for 1d8+WIS mod
Background
Spoiler:
Origin: Hunter-gatherer. Whether it be with beast, fish, fowl, or the endless bounties of the Earth itself, I ensured no Dwarf knew the feeling of an empty belly. In a twisted form of poetry, this duty to sustain the clan ultimately saved my own life. I was stalking a wild boar when I felt the ground shake under the stress of a forced march.
Trait: I ran 110 leagues to warn my clan of the impending danger. All for not, the forces of evil had struck down every living soul by the time I arrived. Rooted to the earth like an oak, I watched the embers burn for two days.
Ideal: Change. It is nature’s only constant. Accepting this gave me the perspective I needed to find a new purpose. That purpose? Affecting positive change in the world, starting with my bond…
Bond: I will rain vengeance upon the ones who took my people from me. I will see a day when none suffer at their vile hands.
Flaw: My grief fuels a deep, primal rage. While my aim is always to bring about positive change, I too often turn to violence as my first and only means to that end.