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Post by Deleted on Nov 9, 2019 14:18:24 GMT
Name: Baeshra Class and level: Druid 1 Race: Lizardfolk Background: Hermit Alignment: True Neutral Size: Medium Experience: 0/300 Proficiency bonus: +2
Appearance: Baeshra is a tall female lizardfolk. She is covered in black and grey scales. She has two horns that she decorated with a few pieces of string and fabric, she has a few feathers adorning her head and she has painted her face with an interesting pattern in shades of yellow. She has piercing blue eyes and sharp teeth that stand out whenever she speaks.
She prefers to be free of humanoid-made armor, feeling confident in her thick scales. She wears a lightweight gray robe that she tied at the waist with some random pieces of string she braided into a belt. She wears a loose black coat on top of that and she has a dark red cloak with a hood that has two holes for her horns to fit in. She doesn't understand shoes, they look like they would slow her down.
She has long limbs giving her a sort of lanky appearance. She has a few pieces of jewelry she made or found. She wears them around her neck and her wrists. She keeps a wooden shield at her side, along with a quarterstaff that has a few leaves growing from it.
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Post by Deleted on Nov 9, 2019 14:20:29 GMT
Stat and Modifiers
Str: 14 Mod: +2
Dex: 14 Mod: +2
Con: 18 Mod: +4
Int: 13 Mod: +1
Wis: 16 Mod: +3
Cha: 12 Mod: +1
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Post by Deleted on Nov 9, 2019 14:27:40 GMT
Saving Throws
Stat Proficient? Modifier
Strength No +2
Dexterity No +2
Constitution No +4
Intelligence Yes +3
Wisdom Yes +5
Charisma No +1
Skills Skill Proficient? Modifier Acrobatics No +2
Animal handling Yes +5
Arcana No +1
Athletics No +2
Deception No +1
History No +1
Insight Yes +5
Intimidation No +1
Investigation No +1
Medicine Yes +5
Nature No +1
Perception Yes +5
Performance No +1
Persuasion No +1
Religion Yes +3
Sleight of hand No +2
Stealth No +2
Survival Yes +5
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Post by Deleted on Nov 9, 2019 14:28:03 GMT
Armor Class: 17 (Natural armor 13 +2 Dex +2 shield) Initiative: +2 Speed: 30 Swimming Speed: 30 Maximum hitpoints: 12 Current hitpoints: 12 Temporary hitpoints: 0 Hitdice: d8 Current Hit dice: 1d8
Death Saves
Success O O O Failure O O O
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Post by Deleted on Nov 9, 2019 14:28:23 GMT
Languages and proficiencies
Languages: Common Draconic Infernal
Proficiencies Tool Proficiencies: Herbalism kit
Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Armor Proficiencies: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
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Post by Deleted on Nov 9, 2019 14:30:08 GMT
Attacks and Spellcasting
Weapons Name Attack bonus Damage type Properties Quarterstaff +4 1d6+2 Bludgeoning Versatile (1d8)
Bite +4 1d6+2 Piercing
Spellcasting Spellcasting ability Spell save DC Spell attack bonus
Wisdom 13 +5
Slot level Slots total Slots expended
1st 2 1
Spells Cantrips:
Thorn Whip (PHB)
Produce Flame (PHB)
Level 1 Spells (can prepare 4)
Absorb Elements (XGtE)
Animal Friendship (PHB)
Beast Bond (XGtE)
Charm Person (PHB)
Create or Destroy Water (PHB)
Cure Wounds (PHB) Prepared
Detect Magic (PHB)
Detect Poison and Disease (PHB)
Entangle (PHB) Prepared
Faerie Fire (PHB) Prepared
Fog Cloud (PHB)
Goodberry (PHB)
Ice Knife (XHtE)
Healing Word (PHB)
Jump (PHB)
Longstrider (PHB)
Purify Food and Drink (PHB)
Snare (XGtE)
Speak with Animals (PHB) Prepared
Thunderwave (PHB)
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Post by Deleted on Nov 9, 2019 14:30:34 GMT
Equipment:
1 Wooden Shield (6lbs)
1 Quarterstaff (4lbs)
1 Set of Common Clothes (3lb, 5sp)
1 Winter Blanket (3lb, 5sp)
1 Herbalism kit (3lb, 5gp)
1 Scroll case full of notes and drawings (1lb, 1gp)
1 Shell of an egg, painted with scenes of human misery in disturbing detail
1 Dagger (1lb, 2gp)
Explorer's pack:
1 Backpack (5 lb, 2gp)
1 Bedroll (7 lb, 1gp)
1 Mess kit (1lb, 2sp)
1 Tinderbox (1lb, 5sp)
10 Torches (1 lb each)
10 Rations (2lb each, 5sp each)
1 Waterskin (5lb, 2sp)
50 feet hempen rope (10lb, 1gp)
Total Weight: 77 lbs
Carrying capacity: 210 lbs
Drag/Push: 420 lbs
Currency:
Copper - 99
Silver - 0
Electrum - 0
Gold - 52
Platinum - 0
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Post by Deleted on Nov 9, 2019 14:30:59 GMT
Personality Trait
- I retreated from society after a life-altering event.
- I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
- I'm oblivious to etiquette and social expectations.
Ideals
- Live and Let Live. Meddling in the affairs of others only causes trouble.
Bonds
- I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaws
-I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Assumptions
-Baeshra is often seen sketching things on paper, or carving them with her claws on whatever surface she finds.
-Baeshra doesn't understand manners, so when she eats she won't use forks or knives, and she won't try to be quiet or tidy.
-Baeshra might sometimes hit her head on certain doors, and curse the "craftsmanship of small humans".
-If she finds herself in nature, she will always try to look for animals, even if it's just to say hello to them.
-She tends to simply dump everything into her backpack, making it look like a mess. An exception to that is her scroll case, which always sits nicely in the corner of her backpack.
-She uses her quarterstaff as a walking stick all the time.
-Baeshra sometimes prefers to sleep in a sitting position, due to it being the norm in the tribe.
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Post by Deleted on Nov 9, 2019 14:31:26 GMT
Features and Traits:
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (Lizardfolk)
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. (Lizardfolk)
Hold Breath. You can hold your breath for up to 15 minutes at a time. (Lizardfolk)
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. (Lizardfolk)
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. (Lizardfolk)
Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended 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 spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.
(Druid)
Ritual Casting: You may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot. (Druid)
Spellcasting Focus: You may use a druidic focus as a spellcasting focus for your spells. (Druid)
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. (Hermit)
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Post by Deleted on Nov 9, 2019 14:31:42 GMT
Backstory:
Like most lizardfolk, Baeshra grew up in a tribe, for safety. All they did, they did to ensure their survival. When they killed and ate an innocent human, they simply saw it as another meal to keep them going. Baeshra was regarded as the healer of the tribe, due to her knowledge of herbs and mushrooms. She was considered an important asset, and often protected by her clan-mates.
One day, the tribe unfortunately stumbled upon a dragon's lair. When faced with a fairly large green dragon, they saw only two options: become his servants or die. Naturally, the lizardfolk opted for the former. They began worshipping the dragon and following his every wish. They used to only hunt for survival, but now they have hunt for the dragon's entertainment as well.
This new situation didn't sit well with Baeshra. She had a gut feeling that something is wrong. She began to almost feel.. guilt? She had heard of such feelings from humanoids but never thought she would understand. She began having many nightmares. She dreamt about destroying the natural order or sometimes about turning into a demon.
The last straw was when the dragon asked the tribe to fight each other. Simply for him to watch. Lizardfolk killed each other for no good reason, other than being told to. Before it was her turn, she ran. She ran as far as her legs took her. She started panicking, knowing that the tribe could easily hunt her down. As they were approaching, she tried her best to hide, but stumbled into a large bear. She felt trapped, her options being being killed by a bear, or being killed by her own kin. What she didn't expect is for the bear to speak to her. As she sat there eyes wide, the bear urged her to lay on the ground behind him. She listened, and as the tribe came looking around, all they saw was a sleeping bear. They decided to not waste time fighting it, as they had a task at hand.
After she thanked the bear.. and asked him how come a bear is speaking.. He explained that he had been watching her, by taking different animal forms, for a long time. He believed that she has potential to become a guardian of nature and that he wants to teach her how to do so. She accepted quickly, and began learning many things from The Bear, including how to survive alone, as he would leave and return whenever he pleased.
For a long time, her dreams were either absent, either relaxing. She learned from The Bear that dreams are not to be ignored, so when she had a terrifying nightmare of a dangerous medusa creature and a hidden vault, she immediately asked The Bear about it. He told her that it might be time to stop living alone, and to find help from humanoids. He told her to seek friends within the Emerald Enclave and ask them to interpret the dream. She reluctantly accepted and sought out these Emerald humanoids.. She understands that the dream gave her purpose and she will be friends with non-lizardfolk if that's what it takes.
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