Cora Greenbriar


Stout Halfling Druid level 3
XP: 0
Background: Outlander
Proficiency bonus: +2
Alignment: Neutral Good
Player: Scallywahh

Ac Initiative Speed HP/MaxHP Hit Dice Inspiration
15 (13 w/o shield) +2 25 27/27 2d8 Cora is inspired!

Ability Scores
Strength: 15 (+2)
Dexterity: 15 (+2)
Constitution: 16 (+3)
Intelligence: 13 (+1)
Wisdom: 17 (+3)
Charisma: 9 (-1)

Saving throws
Strength: +2
Dexterity: +2
Constitution: +3
Intelligence: +3
Wisdom: +5
Charisma: -1

Skill Name Proficency Bonus
Acrobatics No 2
Animal Handling Yes 5
Arcana No 1
Athletics Yes 4
Deception No -1
History No 1
Insight No 3
Intimidation No -1
Investigation No 1
Medicine No 3
Nature Yes 3
Perception No 3
Performance No -1
Persuasion No -1
Religion No 1
Sleight of hand No 2
Stealth No 2
Survival Yes 5
Story Bonuses +1 to ability checks regarding owlbears
Item Bonuses Irga's token: +2 to non hostile interactions with hobgoblins and goblins
Aspen's Charm: Lowers chance of random encounter when hung at camp
Racial FeaturesClass Features
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.
Wild Shape:
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 you can transform into any beast that has a challenge rating of 1 (moon) or lower that doesn't have a flying or swimming speed. 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
Brave
You have advantage on saving throws against being Frightened.
Combat Wild Shape:
At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.\\Additionally, when 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
Halfling Nimbleness:
You can move through the space of any creature that is of a size larger than yours.
Circle Forms:
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
Stout Resilience:
You have advantage on saving throws against poison, and you have resistance against poison damage.

Wanderer: (background) You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Languages Known Tool Proficencies Gaming Proficencies Musical Instrements Weapons Armor
Common, Halfling, Druidic Herbalism Kit None Pan Pipes Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Light, Medium, Shields

Magic
Druids use Wisdom as their spell-casting stat
Spell Attack modifier:5
Spell Save DC: 13

Spellslots current/remaining
1st 4\4
2nd 2/2
Wild Shape Uses 2/2
Common Beast Shapes Bear
Dire Wolf
Spell Level Spell name Memorised?
Cantrip Druidcraft N/A
Shillelagh N/A
N/A
N/A
1st Absorb Elements
Animal Friendship
Beast Bond
Charm Person Yes
Create or Destroy water
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
Entangle Yes
Faerie Fire
Fog Cloud
Goodberry
Healing Word Yes
Ice Knife
Jump
Longstrider
Purify Food and Drink
Snare
Speak with Animals Yes
Thunderwave
2nd Animal messenger
Barkskin
Beast Sense
Darkvision
Dust Devil
Earthbind
Enhance Ability
Find Traps Yes
Flame Blade
Flaming Sphere
Gust of Wind
Healing spirit
Heat Metal
Hold Person
Lesser Restoration
Locate animals or plants
Locate Object Yes
Moonbeam
Pass without trace
Protection from poison
Skywrite
Spike Growth
Warding wind

Personality
Personality: I feel a lot more comfortable around animals than people. I'm driven by a wanderlust that led me away from home.
Happy Go Lucky Optimist
Ideals: Greater Good - It is each person's responsibility to make the most happiness for the whole tribe.
Nature – The natural world is more important than all the constructs of civilization
Bonds: An injury to the unspoiled wilderness of my home is an injury to me.
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws: There is no room for caution in a life lived to the fullest.
All animals are my friends. Yes, even the owlbear.

Item nameQuantityWeightItem Description
Irga's Token 1 0.1lbs Token received from wrestling a hobgoblin, see item bonuses for details
Aspen's Charm 1 0.1lbs Charm gifted from Aspen, see item bonuses for details

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