| Skill |
Ability |
Score
|
| Acrobatics |
DEX |
+7
|
| Animal Handling |
WIS |
+3
|
| Arcana |
INT |
0
|
| Athletics |
STR |
-1
|
| Deception |
CHA |
-1
|
| History |
INT |
-1
|
| Insight |
WIS |
+3
|
| Intimidation |
CHA |
-1
|
| Investigation |
INT |
-1
|
| Medicine |
WIS |
+3
|
| Nature |
INT |
-1
|
| Perception |
WIS |
+6
|
| Performance |
CHA |
-1
|
| Persuasion |
CHA |
-1
|
| Religion |
INT |
-1
|
| Sleight of Hand |
DEX |
+4
|
| Stealth |
DEX |
+7
|
| Survival |
WIS |
+6
|
| Herbalism Kit |
UNTYPED |
+3
|
| Wood Carver Tools |
UNTYPED |
+3
|
| Thieves Tools |
DEX |
+6
|
|
Languages
- Ubrekti (common)
- Hakani (origin)
- Druidic
- other?
Class and Background Abilities
Race Abilities
- Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
- Gnome Cunning: Advantage on all Intelligence, Wisdom , and Charisma saving throws against magic
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, heavy armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Wood Carver Tools, Herbalism Kit, other?
- Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
- Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + 4 (your fighter level.) Once you use this feature, you must finish a short or long rest before you can use it again.
- Action Surge: you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
- Feat: Fade Away
- +1 DEX, Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
- Star Map: You've created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
- You can cast guiding bolt without expending a spell slot. You can do so 2 (proficiency bonus) times per long rest.
- Wild Shape (2/short rest): no flying or swimming
- Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 1 hour (half your druid level, rounded down).
- Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the Zodiac. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.
- Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + 3 (WIS modifier).
- Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + 3 (WIS modifier).
- Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
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