Arcadian Tribesman

Red Feather's page

137 posts. Alias of scranford.


Full Name

Red Feather of the SSklar-Quah Shoanti

Race

Human - AC 13, HP 17/17(23), PROF: +2, SPD 30',STR+1, DEX+2, CON+2, INT+3, WIS+5,CHA+0; INSP 1/0; Wild Shape 2/2

Classes/Levels

Druid / 2 (Circle of the Moon); Deception +2, Perception +5, Stealth +4, Survival +5

Gender

Male

Size

Medium

Age

23

Special Abilities

Druidic Spellcasting

Alignment

N

Deity

Ancestor Worship

Location

Korvosa

Strength 12
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 16
Charisma 10

About Red Feather

Stat Block

Red Feather
Male Human Druid 2
Medium humanoid, neutral

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Armor Class 13 (leather armor)
Hit Points 17 (2d8+4)
Speed 30 ft.
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STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
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Saving Throws Int +3, Wis +5
Skills Deception +2, Perception +5, Stealth +4, Survival +5
Senses passive Perception 15
Languages Common, Druidic, Orc

Actions
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Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+2 slashing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Hit: 1d4+2 bludgeoning damage.

Spell Attack. Ranged Weapon Attack: +5 to hit, range 0 ft., one target.
Hit: As Spell damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.

Equipment leather armor, Scimitar, Sling, backpack, bedroll, druidic focus (totem), mess kit, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin

Abilities & Gear

Spoiler:

Breath Weapon
White Dragon Ancestory: Cone of Cold, 15' Cone, DC 11 for half (2d6) Cold Damage. Usable once per short rest.

Circle Forms
The sacraments of your circle bless you with the power to shape shift
into more dangerous animal forms. Beginning at 2nd level, you can use
Wild Shape to transform into a beast with a challenge rating as high as
1 (you ignore the Max. CR column o f the Beast Shapes table, but must
abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge
rating as high as your druid level divided by 3, rounded down.

Circle of the Moon
Circle of the Moon druids are potent protectors of the wilderness. Their
order meets under the full moon to share information and exchange
cautionary tales. They lurk in the deepest parts of the wild, where they
might exist for months before meeting with another humanoid, let alone
another druid. Mutable as the moon in the night sky, a druid of this
circle might stalk as a great cat one night, fly over the forest canopy as
a falcon the next day, and plow through the underbrush in bear shape
to drive off an intruding monster. The wild is in the druid's soul.

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.

Spellcasting

Spoiler:

Cantrips (Unlimited)
Resistance
Shillelagh

Level 1 (3/1)
Cure Wounds
Entangle
Longstrider
Speak with Animals

Wild Shape

Spoiler:

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 Shapes Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 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 GM 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.

Background

Spoiler:

Criminal - Pickpocket
Insult - I get angry as soon as I feel insulted
Locations - Whenever I'm in a new place I make mental notes of all the valuables and their locations, or where things might be hidden.
Ideal: People - I'm only loyal to my friends, the rest can all take a hike for all I care (Neutral)
Bond: Redeem - I hope to redeem myself of a terrible crime I once committed.
Flaw: Plan - I'm not interested in a well laid out plan. Spur of the moment decisions are always more effective.

Wild Shapes
Brown Bear

Spoiler:

Brown Bear
Large beast, unaligned
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Armor Class 11 (natural armor)
Hit Points 34 (4d10+12)
Speed 40 ft., climb 30 ft.
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STR 19 (+4), DEX 10 (+0), CON 16 (+3), INT 2 (-4), WIS 13 (+1), CHA 7 (-2)
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Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
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Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions
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Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) slashing damage.

Dire Wolf

Spoiler:

Dire Wolf
Large beast, unaligned
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Armor Class 14 (natural armor)
Hit Points 37 (5d10+10)
Speed 50 ft.
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STR 17 (+3), DEX 15 (+2), CON 15 (+2), INT 3 (-4), WIS 12 (+1), CHA 7 (-2)
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Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
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Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Giant Spider

Spoiler:

Giant Spider
Large beast, unaligned
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Armor Class 14 (natural armor)
Hit Points 26 (4d10+4)
Speed 30 ft., climb 30 ft.
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STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 4 (-3)
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Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages
Challenge 1 (200 XP)
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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
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8+3) piercing damage. 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 ft./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).

Lion

Spoiler:

Lion
Large beast, unaligned
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Armor Class 12
Hit Points 26 (4d10+4)
Speed 50 ft.
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STR 17 (+3), DEX 15 (+2), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 8 (-1)
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Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
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Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the lion 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 lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) slashing damage.

Tiger

Spoiler:

Tiger
Large beast, unaligned
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Armor Class 12
Hit Points 37 (5d10+10)
Speed 40 ft.
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STR 17 (+3), DEX 15 (+2), CON 14 (+2), INT 3 (-4), WIS 12 (+1), CHA 8 (-1)
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Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1 (200 XP)
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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
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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.