HP 9/9 AC 16 (10 + 3 armor + 1 Dex + 2 Shield)
Proficiency: +2
Stat | # | Bonus | Save |
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 12 | +1 | +1 |
Con | 13 | +1 | +1 |
Int | 13* | +1 | +3 |
Wis | 16* | +3 | +5 |
Cha | 13 | +1 | +1 |
Skills | Stat | Proficient |
---|---|---|
Nature | Wis | Yes (Druid) |
Survival | Wis | Yes (Druid) +d4 (Mark) |
Herbalism Kit | Int | Yes (Druid) |
Lute | Cha | Yes (Talekeeper) |
Insight | Wis | Yes (Talekeeper) |
Perform | Cha | Yes (Talekeeper) |
Perception | Wis | No +d4 (Mark) |
While you aren't a bard, you keep the traditions of the Talekeeper in your heart. You wander the Land of Tales, never settling down in one place and taking root, and chances are good that even if some of those you meet would know of your origins, they would know at most the name and a few outrageous stories. You have come here for your own reasons, which you may or may not choose to share.
Skill Proficiencies: Insight, Perform
Tool Proficiencies: One musical instrument or gaming set (lute)
Languages: One of your choice (Primordial)
Eve is a fugitive from her homeland with family issues, from the lands formerly known as Rayford.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Although not commonly known, Eve is actually distantly related to Rosa through another vine of the family lineage.
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus (+2) + your Wisdom modifier (+3)
Spell attack modifier = your proficiency bonus (+2) + your Wisdom modifier (+3)
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a druidic focus as a spellcasting focus for your druid spells.
Spell Slots Available: 2 1st
Spells Prepared (can change daily): 1st: Charm Person, Entangle, Faerie Fire, Healing Word
Scale mail skirt
Chain mail shirt
Iron sickle (d4 Slashing damage, Light)
Iron dagger (d4 Slashing damage, Light, Throwable (20/60)
Herbalism kit
Wooden shield
Set of traveler's clothes
Lute (with pumpkin carvings)
Maps of the land
Small pumpkin topaz brooch worth 10 gp
Pouch with 5 gp of coins