| Skill |
Ability |
Score
|
| Acrobatics |
DEX |
+6
|
| Animal Handling |
WIS |
+3
|
| Arcana |
INT |
-1
|
| Athletics |
STR |
0
|
| 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 |
+3
|
| Stealth |
DEX |
+6
|
| Survival |
WIS |
+6
|
| Wood Carver Tools |
UNTYPED |
+3
|
|
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
- Darkvision 60'
Class Abilities
- Proficiencies
- Armor: Light armor, medium armor, heavy armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Wood Carver Tools
- 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.
- Student of War: you gain proficiency with one type of artisan's tools of your choice (
- Combat Superiority (DEX-based, DC 15, 4 superiority 1d8 dice/short rest, 3 maneuvers known)
- Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
- Feat: Sharpshooter
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
- 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 3 (proficiency bonus) times per long rest.
- Wild Shape (2/short rest): as an action turn into a beast, no flying or swimming, max CR 1/4, can maintain shape for 1 hour (half your druid level, rounded down)
- 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 a bonus 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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