Table of Contents
Achilles 'Harvest' Fenwarden
Player: Jon (Nickname: JonR(Dead25))
Race: Shifter
Primary Class: Druid 2nd level
Secondary Class: Monk 1st level
Inspiration: 1
HP 24 AC 15 / 16 Init +2
Str 16* Dex 14* Con 14 Int 11* Wis 18* Cha 11
Skill Proficiencies
- Acrobatics (Dex): +2 Dex +0 Prof +0 Expert +0 Training
- Animal Handling (Wis): +4 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +0 Int +0 Prof +0 Expert +0 Training
- Athletics (Str): +3 Str +2 Prof +0 Expert +0 Training
- Deception (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- History (Int): +0 Int +0 Prof +0 Expert +0 Training
- Insight (Wis): +4 Wis +0 Prof +0 Expert +0 Training
- Intimidation (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +0 Int +0 Prof +0 Expert +0 Training
- Medicine (Wis): +4 Wis +0 Prof +0 Expert +0 Training
- Nature (Int): +0 Int +2 Prof +0 Expert +0 Training
- Perception (Wis): +4 Wis +2 Prof +0 Expert +0 Training
- Performance (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Persuasion (Cha): +0 Cha +0 Prof +0 Expert +0 Training
- Religion (Int): +0 Int +0 Prof +0 Expert +0 Training
- Sleight of Hand (Dex): +2 Dex +0 Prof +0 Expert +0 Training
- Stealth (Dex): +2 Dex +2 Prof +0 Expert +0 Training
- Survival (Wis): +4 Wis +2 Prof +0 Expert +0 Training
- Technology (Int): +0 Int +0 Prof +0 Expert +0 Training
Weapon and Armor Proficiencies
- Light armor
- Medium armor
- Shields
- Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tool Proficiencies
- Herbalism kit
- Disguise kit
Languages
- Common
- Dwarvish
Spell Slots
3 x 1st level Druid
Prepared Spells
???
Shifter Racial Characteristics
- Ability Score Increase. Your Dexterity score increases by 1.
- Age. Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old.
- Alignment. Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments.
- Size. Shifters range from 5 to almost 7 feet tall, depending on their subrace. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Keen Senses. You have proficiency in the Perception skill.
- Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest.
- Languages. You can read and write Common, Quori, and one other language of your choice.
Wildhunt
Wildhunt shifters are sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their intuition, searching within. Wildhunt shifters are excellent hunters, and they also tend to become the spiritual leaders of shifter communities.
- Ability Score Increase. Your Wisdom score increases by 2.
- Natural Tracker. You have proficiency in the Survival skill.
- Mark the Scent. As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.
- Shifting Feature. While shifted, you have advantage on Wisdom checks.
Character Background: Soldier
- Skill Proficiencies: Athletics, Intimidation
- Tool Proficiencies: One type of gaming set, vehicles (land)
- Languages: None
Druid Class Features
Hit Points
- Hit Dice: 1d8 per druid level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
- Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Druidic
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.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
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.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid 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.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
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 + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Wild Shape
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 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.
Druid Circle
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Harvest's Scythe
Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.
When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.
You regain the expended dice when you finish a long rest.
Monk Class Features
As a monk, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per monk level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, shortswords
- Tools: Choose one type of artisan's tools or one musical instrument
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, History, Insight, Religion
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
College Stats
Dorm: Donal Hall
- Low-Quality: Students living here are granted a Poor Lifestyle throughout their stay.
- Noisy: Students living here often have to deal with noisy conditions, making studying more difficult.
- Cramped: The dorms are small and cramped, causing frequent negative dorm events.
Gained Abilities
- None.
Current Classes
- Common Tongues: Improvement of one's Common Basic skills, as well as familiarity (though not skill) in other languages such as elvish, dwarven, thieves' cant, druidic, and the like (Int check to identify).
- Introduction to Magical Theory: Learning the basics of magic and how to practice it, providing basic knowledge in cantrips and magical understanding. (Provides the Magic Initiate feat.)
- Party Dynamics I: Learning to function as a party, basic adventuring, and other essentials of surviving as a group. (Wis check to know what your party members are going to do in an initiative round without extensive discussion).
- Religious Doctrine: Provides Proficiency in Religion.
- Keen Observation: Provides Proficiency in Investigation.
Extracurriculars
- Iron Lifters Society (Athletics, Medicine)
- Job: Academy Groundskeeper
Friendships, Beloveds, and Rivalries
Exam Results
Slaadi: Insight +d4
Possessions
Money
- 37 gold
- 12 platinum
- 31 silver
- 136 copper
- 10 gp gem (Azurite)
- 66 Shirans
- 1726 gp
- 87 sp
- 219 ep
Standard Items
- Wooden shield
- Leather armor
- Scimitar
- Druidic focus
- Explorer's pack
- Disguise kit
- Hooded lantern with oil
- War scythe (d10, two-handed)
Special Items
Campus map
Student Tablet: These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Student ID (Donal Hall - Freshthing; Prefect)
Dorm Key
Academy Pennant
Cleric in a Bottle: Acolyte (Healing Potion)
Cuddly Academy Plushie (Pest)
Powers and Abilities
Natural Magic
Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from Magic Initiate and 2 from Druid.
- Green Flame Blade
- Message
- Shape Water
- Mold Earth
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Find Familiar
Common Attacks
Scimitar: +5 to hit. 1d6+3 slashing damage, Light, Finesse. Green Flame Blade: 4 fire damage to adjacent target.