==Sentinel Feat==
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Ranged:
Produce Flame +11/+13 w Staff in hand
- 30ft, 4d8 fire damage
Frostbite +11/13 w Staff in hand
- 60ft, 4d6 cold damage
- Con save or disadvantage on nxt wpn attack/end of its nxt trn
Staff of the Woodlands (Rare) - 4 lbs
- 10/10 charges, regains 1d6+4 at dawn
- Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges), Pass without Trace (0 charges, at will)
- Tree Form.
Wooden Shield - 6 lbs
- personally crafted with carved druidic patterns
Badger Pelt Headdress 3 lbs
Traveler's Clothes
Stone of Good Luck (UC)
- painted with ghostwise tribal runes, this stone is from Tonk's
- homeland. It links her to the land there. She is very attached to
- this trinket.
Headband of Intellect (UC)
- a natural crown of weaved vines. A small crystal set in the front.
Insignia of the Claw (UC)
- a tooth carved from pure obsidian hangs from a leather next tie.
Bracers of Defense (R)
- Leather bracers with ancient runes burned into the leather.
Hunting Trap
Pouch
Diamond Dust (4000g)
2 Star Saphire Jewels (1000g ea)
Explorer's Pack
Character Info:
Background
Tribal (Uthgardt Tribe Member)
Language - Sylvan
Skills - Athletics, Survival
Tool Proficiency - Wood Workers Tools
Feature - Tribal Heritage
You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the north. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.
Personality Trait
Ideals
Bond
Flaws
Background
Often mistaken for a large stone creature that she travels with, Tonk is an enigmatic celebrity in these parts. She wanders the area around Phandelver, often in animal form, caring for the land and keeping things in the appropriate balance. She has seen many years go by in these lands but they have not always been her home.
The stone creature is a golem named Bastion that she has awakened using her Druidic magic. He is her stalwart companion and the two have a strong friendship.
Recent events in the area have drawn Tonk’s attention, but she is unsure that her and Bastion are capeable if handling them on their own. She is in search of strong capeable adventurers to help her and Bastion solve Phandelver’s problems.
Class Abilities:
Spellcasting
Wild Shape, Druid Circle (moon)
- Combat Wild Shape (bonus action wild shape, and form healing)
- Circle Forms (CR 1 beasts)
Wild Shape (swim), Ability Score Improvement
- Feat: Warcaster
Druid Circle Feature
- Primal Strike (beast form magical attacks)
- Circle Forms (CR= lvl/3 rounded down)
Wild Shape (fly), Ability Score Improvement
- Feat: Resilence Constitution
Druid Circle Feature
- Elemental Wild Shape
Ability Score Improvement
- +2 Wisdom
Druid Circle Feature
- Thousand Forms (alter self spell at will)
Ability Score Improvement
- +2 Wisdom
Timeless Body, Beast Spells
- 10/1 aging, casting in beast shape
Ability Score Improvement
- Sentinel
Archdruid
- Unlimited wild shape, better casting in any shape (silent, still, sans components without cost or consumed)
Racial Abilities:
Ability Modifier: +2 Dexterity
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being Frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Ghostwise Halfling
Ability Score Changes: +1 wisdom
Silent Speach:
You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Companion Bastion:
Image of Bastion
Stone Golem, Large Construct
Armor Class: 17
Hit Points: 178 / 178
Speed 30ft
==Stats==
S: 22, D: 9, C: 20, I: 10, W: 11, C: 1
Damage Immunities - Poison, Psychic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 Ft., passive Perception 10
Languages Understands The Languages Of Its Creator But Can't Speak
Immutable Form The golem is immune to any spell or effect that would alter its form.
Magic Resistance The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons The golem's weapon attacks are magical.
==Actions==
Multiattack The golem makes two slam attacks.
Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Aliases
Aresh the Glib
male Fanglord skinwalker Sorcerer 3 (rakshasa bloodline)
(2
posts)