Name: Jeni
Class: Moon druid
Race: Ghostwise halfling
Background: Outlander
Size: Small (2'9", 35 lbs)
Gender: Female
Alignment: Neutral Good
STR: 8 (-1) HP: 27 (3d8+9)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1) Save:+3
WIS: 16 (+3) Save:+5
CHA: 10 (+0)
HP: 27 (3d8+9)
AC: 19 (4 gleaming turtle shell breastplate (common magic item) + 2 Shield + 3 dex)
Speed: 25
Init: +3
Passive Perception: 15
Skills:
Acrobatics +3
Animal Handling +3
Arcana +1
*Athletics +1
Deception +0
History +1
Insight +3
Intimidation +0
Investigation +1
Medicine +3
Nature +1
*Perception +5
Performance +0
Persuasion +0
Religion +1
Sleight of Hand +3
*Stealth +5
*Survival +5
Racial Abilities
• Speed. Your base walking speed is 25 feet.
• Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
• Brave. You have advantage on saving throws against being frightened.
• Nimble. You can move through the space of any creature that is of a size larger than yours.
• Languages. You can speak, read, and write Common and Halfling.
• Ability Score Increase. Your Dexterity score increases by 2.
• Ability Score Increase. Your Wisdom score increases by 1.
• Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Background feature Wanderer
Excellent memory for maps and geography, can find food and water for group
Proficiencies:
Armor: Light, Medium, shields (only nonmetal armor)
Weapons: Clubs, daggers, darts, jevelins, maces, staves, scimitars, sickles, slings, spears
Languages: Halfling, Common, & Sylvan (took this instead of musical instrument - better fit with background).
Skills from class: Perception, survival
Skills from outlander background: Athletics, stealth (replaces survival)
Tools class: Herbalism Kit
Saves: Intelligence and Wisdom
Class Features
Wildshape (CR 1, no fly), 2x any rest
Combat wild shape: wild shape as bonus action, when wild shaped, use bonus action to heal 1d8 per spell level of slot used
Spellcasting:
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Guidance, Mould earth
Spells Known (6):
Level 1: goodberry, Entangle, Faerie Fire, speak with animals (R)
Level 2: Pass without trace, Spike growth
Spell Slots: 4/2/-/-/-/-/-/-
Weapon Attack Damage Type Range
Sling +4 1d4+2 B 30/120
scimitar +4 1d6+2 S
Dagger +4 1d4+2 P 20/60
Equipment:
• a wooden shield
• dagger
• Scimitar
• Studded Leather armor (tossed for common magic item)
• Staff (druidic focus)
• explorer’s pack
- backpack,
- bedroll,
- a mess kit,
- a tinderbox,
- 10 torches,
- 10 days of rations
- a waterskin.
- 50 feet of hempen rope strapped to the side of it.
A staff, a hunting trap (sold, 3.75gp), a trophy from an
animal you killed (wolf pelt), a set of traveler’s clothes, and a belt
pouch containing Money
common magic item: gleaming turtle shell breastplate (if allowed, I tossed the upgraded studded leather armor - she got this from elves that she helped)
Money: 2.07 GP
Note: pouch containing 5 goodberries from previous night casting, familiar always has one in mouth and a small pouch containing 4, even in dimensional pocket
Pouch containing a few handful of grain, and some dried meat (for animal friendship_
Equipment purchased: sling 1 sp
Sling bullets (40) 8 cp 3 lb.
find familiar casting 10gp
3 pouches 5 sp x 3 - contain herbs, 5 druidic focuses found.
Weight Carried: Didn't calculate but below 120 lbs
Carrying Capacity: 120 lbs
Push/Drag/Lift: 240 lbs (Speed is 5ft)
Personality and background
Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry olbear.
Ideal: Greater Good, It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: Evil destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me[/code]
Background: Jeni, has only vague memories of her home village. She does remember that night they were attacked by marauders, and she fled for what seemed days. She hid, until sprites came for her, and helped her. They thought her the way of the forest, and when she became old enough, she explored further out of the forest, when she met a group of pretty and friendly adventurers.
Owl Familiar S-4 D+1 C+1 I-1 W-4 X+1
Skills Perception +3, Stealth +3
HP 1, AC 1, Speed 5 ft., fly 60 ft., S
Perc +5 (adv. Hear/Smell), Stealth +4
Senses Darkvision 120 Ft., passive Perception 13
Flyby. doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. advantage on Wisdom (Perception) checks that rely on hearing or sight.
Attack: Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.
Familiar characteristics
In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Note: familiar always has one goodberry in mouth and a small pouch containing 4, even in dimensional pocket
Brown Bear Form: S+4 D+0 C+3 I+0 W+3 X+2
HP 34, AC 11, 40’, climb 30’, L
Perc +5 (adv. Smell)
Multiattack:
-- Bite +5, 1d8+4 piercing.
-- Claws +5, 2d6+4 slashing.
Dire Wolf Form: S+3 D+2 C+2 I+0 W+3 X+2
HP 37, AC 14, 50’, L
Perc +5 (adv. Hear/Smell), Stealth +4
Pack Tactics: Advantage if ally w/in 5’
Attack: Bite +5, 2d6+3, Strength vs. DC 13 or Prone.
Giant spider Form: S+2 D+3 C+1 I-4 W+0 X-3
HP 26, AC 14, 30’, climb 30', L
Blindsight 10',darkvision 60'
Actions:
Bite, +5 hit, 1d8+3P damage, plus 2d8 poison (DC11, con)
Web (recharge 5-6), +5 hit, reach30/60, hit = creature is restrained by webbing
As an action, DC12 STR check or attack webbing (AC10, 5hp, vulnerability to fire, immunity to B poison and Psychic)