Grateful's Character Sheet

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Revision as of 21:51, 12 June 2020 by Bartley (talk | contribs) (redo as a druid instead of cleric)
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File:Gratefulhalfling.jpg

Grateful - Level 6 (Long Death Monk 4/Circle of Wildfire Druid 2), chaotic goodish

Background: tbd

Traits

Ideals

Bonds

Flaws

Extended Class Background

Attributes

Skills & Abilities

Spellcasting

  • Ability: Wisdom, Spell Save DC: 13, Spell Attack Bonus: +5
  • Spell Slots: 1st - 3 (refresh on long rest)
  • Cantrips (4 Known)
    • Firebolt (VS, circle spell)
    • Guidance (Concentration, VS)
    • Shape Water (S)
    • Thunderclap (S) or Create Bonfire (Concentration, VS) or Thornwhip (VSM)
  • 1st Level (5 Prepared)
    • Often: Healing Word, Absorb Elements, Faerie Fire, Wildcunning, Thunderwave, Goodberry, Create or Destroy Water

Gear

Armor

  • Nothing but filthy rags

Weapons

Melee Weapons

  • Fists, kicks, headbutts etc: (1d4 bludgeoning, DEX to hit and damage)
  • Quarterstaff
  • Spear
  • Handaxe

Inventory of items

  • mistletoe, spell focus

Consumables

Bark, a Wildfire Spirit

  • A small chaotic fire spirit that usually appears as a tiny floating burning wicker man. Bark is friendly to you and your companions and obeys your commands. In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.
    • Speed 20 ft., fly 30 ft. (hover)
    • AC: 13
    • Stats: STR 10(+0), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 15 (+2), CHA 11 (+0)
    • HP: 15 (equal to the wildfire spirit's Constitution modifier + your Wisdom modifier + five times your level in this class)
    • Saving Throws: Dex +5, Con +5, Wis +5
    • Skills: Nature +5
    • Damage Immunities: fire
    • Condition Immunities: charmed, frightened, grappled, prone, restrained
    • Senses: darkvision 60 ft., passive Perception 12
    • Languages: understands the languages you speak
    • Soul Bond: The following numbers increase by 1 when your proficiency bonus increases by 1: the spirit's skill and saving throw bonuses above, the bonuses to hit and damage of its Flame Seed, and the bonus to damage of its Fiery Teleportation.
    • Actions (Requires Your Bonus Action)
      • Flame Seed: Ranged Weapon Attack: +5 to hit, range 30 ft., one target you can see. Hit: 1d6 + 3 fire damage.
      • Fiery Teleportation (Recharges after a Short or Long Rest): The spirit and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.