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Sulavanariax Chulios

Fire Genasi Driud - 3
Background: Outlander
Hit Points: 27
Armor Class: 15

STR 14 (+2)
CON 13 (+1)
DEX 15 (+2)
INT 9 (-1)
WIS 16 (+3)
CHA 8 (-1)

Weapons:

Stuff:

Proficiencies

Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use Shields made of metal) Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism Kit Saving Throws: Wisdom, Intelligence
Skills: Athletics, Animal Handling, Perception, Survival

Background Features

Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Race Features

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Flame Resistance

You have resistance to fire damage.

Reach to the Blaze

You know the Produce Flame cantrip. Once you reach 3rd level, you can cast the Scorching Ray spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Savage Flame

When you score a critical hit with a melee attack, you can roll one of the weapon’s damage dice and deal fire damage equal to the number rolled.

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: 2
1st Level Spell Slots: 4
2nd Leve Spell Slots: 2

Wild Shape

Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge Rating of 1/4 or lower that doesn't have a flying or Swimming speed.

Summon Wildfire Spirit

At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Notes

John says: “Good guy but quick to anger. Also has a high metabolism and gets hungry often, even hangry at times. Has survivors guilt. Has dad issues”.

His nickname is “Snacks” because of how much he eats. He is very insecure around water. He often feels anxious whenever in or on water.

snacks.1614025515.txt.gz · Last modified: by andrew