Insectare

Vrindel.'s page

226 posts. Alias of Jubal Breakbottle.


Race

Wildshape 2/2 | Vigor 1/2 | Whispers 1/1 | Goodberries 20 | Spirit Guardians

Classes/Levels

Stats:
AC 18 | Str +0, Dex +2, Con +3, Int +3, Wis +7, Cha -1 | Initiative +0 | Perception +7, Darkvision 60 ft

Gender

Male trollkin | HP 43/51 | HD 6/6 | Spirit Dance 1/1 | 1st 4/4 | 2nd 2/3 | 3rd 1/3 | Inspiration! |

About Vrindel.

The next time you are hit with a melee attack, you can reduce the damage by half. You have advantage on your next melee attack verses the same foe.

Age 18 Height 6 ft 3 inches Weight 200 lb.
Hair Greenish Eyes Green

APPEARANCE:
This well-built trollkin stands well over six feet tall. His skin, hair and eyes are all varying hues of green like his ancestors. He wears breast plate armor made of a large scaled reptile under his traveling gear and a scimitar at his waist. He shoulders a shield on top of a backpack. He carries a walking staff.
PERSONALITY:
Personality Traits
1. I Always Offer a Blessing - I always offer a blessing when someone sneezes, and I get upset when no one returns the favor
2. Looking for Meaning and Patterns - I see meaning and pattern in things other people dismiss as random.

Ideal = People. I love how different people can be, and I want to collect their stories.

Bond = Dire Destiny. The fey who marked me hinted at a dire destiny

Flaw Fond of Food, Drink, and Company I’m overly fond of good food, strong drink, and pleasurable company.

BACKGROUND:
Vrindel lived in the Wormwood, and served as a messenger and delivery person for the Gnomes. While never really comfortable with them, he was trusted... at least as much as they trust any non-gnome. Vrindel remembers very little about his early years, but feels a strong connection with the fey, and has often been visited, and pranked by the fey of the Wormwood.

Lately he had been having strange dreams however. Dreams of humans, and elves, and dragonkin, and Minotaurs, and even strange mechanical beings. Something is drawing him elsewhere, and with trepidation he determines it is time to leave his home and pursue his destiny. Following a trip from one of his gnome acquaintances he signed on as a guide for a caravan led by a strange Kobold named Rook Bentknee. He had met and traded with Rook in the past, so it made since to tie himself to Rooks travels as a first step.

Race Night Whisper Trollkin
Gender Male
Alignment Neutral Good
Class Druid 6 (Circle of Stones)
Background Fey Touched
Social Class 6 -1 Trollkin = 5

Initiative +2 Senses Perception +7, Darkvision 60 ft

==DEFENSE==
AC 18 (14 armor +2 Dex +2 Shield)
HP 51 = 8 +20 +5 +6x (Con +3)
Strength +0, Dexterity +2, Constitution +3
Intelligence +3, Wisdom +7, Charisma -1
Armor Hydra Breastplate & Shield
Defensive Abilities

==OFFENSE==
Speed 30 ft
* Shillelagh Melee Attack +7 to hit, reach 5 ft., one target, Hit: 1d8+4 Bludgeoning Damage (Magical)
* Scimitar Melee Weapon Attack: +5 to hit, range 5', one target, Hit: 1d6+2 slashing damage.
* Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 slashing or piercing damage.

Special Attacks
* Produce Flame Ranged Spell Attack +7 to hit, reach 30 ft., one target, Hit: 2d8 fire Damage (Magical)

==STATISTICS==
Str 10, Dex 14, Con 16, Int 10, Wis 18, Cha 8
Proficiency +3

==PROFICIENCIES ==
Druid – Light & Medium armor, Shield & Simple Weapons

==SKILLS==
+2 Intimidation (3 proficiency -1 Cha)
+3 Investigation(3 proficiency +0 Int)
+3 Nature (3 proficiency +0 Int)
+7 Perception (3 proficiency +4 Wis)
+7 Survival (3 proficiency +4 Wis)

Languages Druidic, Northern, Sylvan

==ABILITIES ==
NATURAL WEAPONS: You have large fangs and sharp claws instead of fingernails and toenails. You can use your claws or fangs to make unarmed strikes. If you hit with them, claws deal 1d4 + Strength modifier slashing damage, and fangs deal 1d4 + Strength modifier piercing damage.

INHUMAN VIGOR: You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a long rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.

SPIRIT WHISPERS: The spirits of your tribe’s ancestors whisper secrets from beyond the veil of death. Before making an ability check or saving throw, you can heed the wisdom of the spirits to gain advantage on the roll. You cannot use this feature again until you finish a long rest.

WILDSHAPE: 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.

* Improved Wild Shape CR up to 1/2, no flying
Beast Shapes
Level - 4
Max CR - 1/2
Limitations - No flying

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.

SPIRIT GUIDE. Starting at 2nd level, you gain the service of a minor spirit guide. You can cast find familiar as a ritual. As long as you and your spirit guide (familiar) are within 100 feet of each other, the spirit guide can maintain concentration on a druid spell you cast. You must choose whether to maintain a spell yourself or make your spirit guide responsible for it at the moment the spell is cast, and the decision can't be changed on a later turn. This doesn’t change the target or the caster of the spell. You can still have only one concentration spell in effect at a time; if you concentrate on a different spell or effect, the spirit guide’s concentration ends. You can still share your spirit guide's senses and cast touch spells through the spirit guide normally while it's maintaining concentration. The spirit guide makes concentration checks when it takes damage, not when you take damage.

Pseudodragon
Tiny dragon, neutral good
Armor Class 13
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Skills Perception +3, Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages understands Common and Draconic but can't speak
Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

SPIRIT DANCE. Starting at 6th level, as a bonus action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. You can’t use this ability again until you finish a short or long rest.

Feature = GLEAM OF GLAMOUR The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.

==SPELL CASTING ==
DC 15 = 8 +3 Proficiency +4 Wis

Slots (1st) 4/4 (2nd) 3/3 (3rd) 3/3

C - Druidcraft
C - Shillelagh
C - Produce Flame
1 – Absorb Elements, Reaction
1 – Faerie Fire, Concentration
1 – Goodberry
1 – Healing Word, Bonus
2 – Augury (d), Ritual
2 – Invisibility (d), Concentration
2 – Heat Metal, Concentration
2 – Lesser Restoration
2 – Pass without a trace, Concentration
2 – Spike Growth, Concentration
3 - Speak with dead (d)
3 - Spirit guardians (d), Concentration
3 – Conjure Animals, Concentration
3 – Erupting Earth

Spell Descriptions:

*Druidcraft Druid 0th
School: Transmutation; Components: V, S; Casting Time: 1 action;
Range: 30 feet; Duration: Instantaneous
These are new variants of the spell druidcraft that appears in the
Player’s Handbook, pg.236
♦ You perfectly mimic one animal or bird call.
♦ You place a magical mark on an object such as a rock or tree to mark a path or tell a message such as “danger: beasts” or “fresh water.” This mark is very subtle and causes no harm whatsoever, and lasts until you dispel it.
♦ You instantly make an unripe fruit ripen.
♦ You command one beast of CR 0. The command must be of no more than two words (“sit,” “attack him”).
♦ You heal a Tiny plant.
*Lesser Restoration Druid 2nd
School: Abjuration; Components V/S, Casting Time: 1-Action
Range: Touch, Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
*Shillelagh Druid 0th
School: Transmutation; Components: V, S, M (mistletoe, a shamrock
leaf, and a club or quarterstaff); Casting Time: 1 bonus action; Range:
Touch; Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with
nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
*Healing Word Druid 1st
School: Evocation; Components V, Casting Time: One bonus Action; Range 60'; Duration: Instantaneous
A creature of your choice that you can see within range regains Hit points equal to 1d4 plus your spellcasting ability modifier. This spell has no effects on Undead or Constructs. Healing increases by 1d4 per spellcasting level.
*Pass without a Trace Druid 2nd
School: Abjuration; Components VSM; Casting Time 1-Action
Range/Area: Self; Duration 1-Hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

== EQUIPMENT ==
Worn
Set of traveler’s clothes – 4 lb.
Hydra breast plate armor – 20 lb.
Wooden shield – 6 lb
+1 Quarter staff
Scimitar
Pouch – 1 lb.

Backpack – 5 lb.
- Mess kit – 1 lb. (2 sp)
- Tinderbox – 1 lb. (5 sp)
- Pan flute
- Rations (10 days)
- Rope, 50-feet hemp
- Torch (10)

Worn load .. lb.

Carrying Capacity: Str x15 = 150 lb.

== WEALTH ==
16 gp 6 sp 6 cp each

ADVANCEMENT: