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rpg:austin:eve_rayson

"All Hallow's" Eve Rayson (Druid of Twilight, level 1)

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)

Variant Human: Mark of Handling (Mark of the Hallowed)

  • Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.
  • Darkvision. You can see in dim light within 60ft. of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.
  • Hunter's Intuition. Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check.
  • Finder's Magic. You can cast the Hunter's Mark spell with this trait. Starting at 3rd level, you can also cast the Locate Object spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Wisdom is your Spellcasting Ability for these spells.
  • Languages. You can speak, read, and write Common and Goblin.
  • Spells of the Mark. If you have the Spellcasting or Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your Spellcasting class:
    • 1st Faerie Fire, Longstrider
    • 2nd Locate Animals or Plants, Locate Object
    • 3rd Clairvoyance, Speak With Plants
    • 4th Divination, Locate Creature
    • 5th Commune With Nature

Background: Talekeeper (Modified Far Traveler)

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)

Why are you here?

Eve is a fugitive from her homeland with family issues, from the lands formerly known as Rayford.

All eyes on you

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.

Hidden Connections

Although not commonly known, Eve is actually distantly related to Rosa through another vine of the family lineage.

Druidic Class Features

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.

  • Poison Spray: You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
  • Thorn Whip: You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range (30 feet, 1 action). Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

Preparing and Casting Spells

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.

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 (+2) + your Wisdom modifier (+3)

Spell attack modifier = your proficiency bonus (+2) + your Wisdom modifier (+3)

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.

Spell Slots Available: 2 1st

Spells Prepared (can change daily): 1st: Charm Person, Entangle, Faerie Fire, Healing Word

Equipment

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

rpg/austin/eve_rayson.txt · Last modified: 2020/10/10 19:42 by wizardofaus_doku

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