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Druid, Circle of the Mountain Criminal (Highwayman) Sherlock

CLASS & LEVEL BACKGROUND PLAYER NAME


Freya Brightwood
Tiefling; Levistus Cambion LN/CN
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

Virtue Name: Misery


(birth name & devil name)

INSPIRATION Would rather make a new friend than an enemy. I'm happy to help
STRENGTH those in need. Sarcasm & insults are my weapon of choice. Hate the rich

12
16/18
ARMOR
CLASS
+2 30 & those who despoil nature and it's wonders. Loathe undead,
aberrations, demons & devils. I have lessons for every situation drawn
from observing nature. I'd rather not start a fight but I won't shirk away
from one if it's started. I believe in the chance for redemption & offering
+2 PROFICIENCY BONUS INITIATIVE SPEED enemies I believe capable of reform the chance.

+1 PERSONALITY TRAITS

Hit Point Maximum 44


+1
Strength Redemption: There is a spark of good in everyone. It is
DEXTERITY
+2
Dexterity our lot to lay down our lives for the greater good. I strive
to emulate the glorious patterns found in nature after so

15 +3
Constitution
CURRENT HIT POINTS
long a time stuck in the rank and file of Hell.
IDEALS
+3
Intelligence
+2 +5
Wisdom
I'm guilty of terrible crimes. I hope I can
+2
Charisma redeem myself. Those who fight beside
CONSTITUTION SAVING THROWS me are worth dying for.
TEMPORARY HIT POINTS BONDS

16

+2
Acrobatics (Dex) Total SUCCESSES I often fall back into my old ways. I can't resist a pretty
face or wanting to swindle those more powerful than
+3
+2
Animal Handling (Wis) D8 FAILURES me. There is no room for caution in a life lived to the
fullest.
+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1
Athletics (Str)

12 ●


+4

+1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Spear +3 1d6/8+1 P Tiefling Features:


+1 +3
Insight (Wis) Darkvision 60ft
+2
Intimidation (Cha) Scimitar +4 1d6+2 S Hellish Resistance: Fire
WISDOM +1
Investigation (Int) Criminal Feature: Criminal
Javelin x6 +3 1d6+1 P
+5
Medicine (Wis)
16
+1
Nature (Int) Handaxe +3 1d6+1 S
Spear: 20/60ft Javelin: 30/120ft Handaxe: 20/60ft
Connection
Druid Features:
+3 +3
Perception (Wis) CANTRIPS:
Wild Shape: /2 CR:1/2(Swim)
Ray of Frost: 1d8 Cold + Reduce movement by 10ft till my
+2
Performance (Cha) next turn (60ft)
Natural Recovery: I can regain
Produce Flame: 1d8 Fire (30ft)

CHARISMA +2
Persuasion (Cha) Primal Savagery: 1d10 Acid (Melee)
some of my magical energy
LEVEL 1:
+1
Religion (Int) Ice Knife: 1d10 Piercing+2d6 Cold (Dex. Save for cold
by sitting in meditation and
15 +2
Sleight of Hand (Dex)
damage for everything with 5ft) 60ft range
Thunderwave: 2d8 Thunder + push 10ft (Con Save is 1/2)
15ft cube range communing with nature. I can
+4
Stealth (Dex) LEVEL 2:
Melf's Acid Arrow: 4d4 Acid + 2d4 Acid at end of target's next recover expended spell slots
+2
Survival (Wis)
turn. 90ft range
+5
with a combined level that is
SKILLS ATTACKS & SPELLCASTING equal to or less than 1/2 my
druid level (rounded up). Once
13 PASSIVE WISDOM (PERCEPTION) Scale Armour, Shield per long rest.
CP Spear, Javelins x6, Scimitar, Handaxe
Druidic Focus: Totem necklace: a small
pouch with teeth, feathers, beaks, bones of
sacred animals & yew wood shavings
SP Component Pouch, Document Case
Armour: Light, Medium, Shields (Waivers)
Weapons: Clubs, Daggers, Darts, Crowbar, set of dark common clothes, hood
Explorer's Pack; bedroll, mess kit,
Javelins, Maces, Quarterstaffs, EP tinderbox, 10 torches, 10 days of rations,
waterskin. 50ft of Hempen Rope.
Scimitars, Sickles, Slings, Spears Cloak of Elvenkind (Grey)
Tools: Thieves' Tools, Herbalism Kit, GP
Thieves' Tools, Dragonchess Set,
Herbalism Kit
Dragonchess Set Boon Trinket: A small enamel flower that,
when put in one's hair, animates, tying bck
Languages: Common, Infernal, the wearer's hair with a living vine with
PP
Druidic flowers; plucking a single flower returns it to
its inanimate form.
Small bronze bowl with etched images of
mountain animals given to me by my
mentor. Climbing Kit, Healers Kit: /10
Sprigs of Mistletoe: /

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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30 5'10ft 65kg
AGE HEIGHT WEIGHT
Freya Brightwood
Yellow Pale Grey/Green Black shoulder length hair
CHARACTER NAME EYES SKIN HAIR

Rank: Springwarden NAME


Goals:
The Emerald Enclave
To restore and preserve the
natural order, keep the
elemental forces of the world in
check, keep civilisation and the
wilderness from destroying one
another, and help others survive
the perils of the wilderness.

SYMBOL
Criminal Specialty: Highway robber
Criminal Contact:
I have a reliable and trustworthy contact who
acts as my liaison to a network of other criminals.
I know how to get messages to & from my contact, even over great
distances. Specifically I know the local messengers, corrupt caravan
masters, and seedy sailors who can deliver messages for me.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CLIMBER'S KIT: special pitons, boot tips, gloves and a harness. I can use the climber's kit as an action to anchor myself; when I do,
I can't fall more than 25ft from the point where I anchored myself., and I can't climb more than 25ft from that point without undoing
DESCRIPTION: Standing at 5'10, her horns the anchor.
round it out to 5'12, Freya has light pale
purple skin, steely grey eyes and shoulder HEALER'S KIT: This kit is a leather pouch containing bandages, salves, and splints. The kit has 10 uses. As an action, I can expend
one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (medicine) check.
length black hair. Tattooed across left side off
her face from the lower part of her horn down HERBALISM KIT: This kit contains pouches to store herbs, clippers & leather gloves for collecting plants, a mortar & pestle, and
to her collar bone is a series of lines in several glass jars. (Xanthars p.82)
- ARCANA: I can use my knowledge of herbs to add insight to my magical studies that deal with plants and in my attempts to
geocentric magical patterns, a lasting marker identify potions.
of her time in the Nine Hells in the service of - INVESTIGATION: In an area overgrown with plants, my proficiency can help me find clues others might miss
Levistus. She has 4ft long tail ending in with - MEDICINE: My mastery of herbalism improves my ability to treat illnesses and wounds by augmenting my method of car with
medicinal plants.
a flared tip. Freya wears a thin bronze circlet, - NATURE/SURVIVAL: When I travel in the wild, my skill in herbalism makes it easier to identify plants & spot sources of food others
scale armour underneath a travel robe lined might overlook.
with the furs of mountain animals. Her gear - IDENTIFY PLANTS: I can identify most plants with a quick inspection of their appearance and smell.
shows sign of wear and tear from extensive THIEVES' TOOLS: Includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed
travelling, around her neck hangs a medicine scissors, and a pair of pliers. (Xanthar's p.84)
pouch containing her druidic totem. She - HISTORY: My knowledge of traps grants me insight when answering questions about locations that are renowned for their traps.
- INVESTIGATION/PERCEPTION: I gain additional insight when looking for traps, because I have learned a variety of common
carries a spear with a tip that is a cross signs that betray their presence.
between that of a hunter's spear and a - SET A TRAP: Just as I can disable traps, I can also set them. As part of a short rest, I can create a trap using the items of hand.
soldier's. A scimitar hangs from her belt, a The total of my check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage
appropriate to the materials used in crafting it or damage equal to half the total of your check, whichever the DM deems appropriate.
quiver of javelins off her shoulder underneath
her pack and strapped to the side of her pack
is a well used handaxe.
ADDITIONAL FEATURES & TRAITS
TREASURED ITEM: A small bronze bowl
engraved with sacred animal images
CLOAK OF ELVENKIND: While I wear this cloak with it's hood up, Wisdom (Perception) checks made to see me have
GUIDING ASPECTS: Yew Trees remind me disadvantage and I have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage me.
of renewing my mind and spirit, letting the old Pulling the hood up or down requires an action.
die and the new spring forth & The river's
endless flow reminds me of the great span of
the world. I seek to act with the long-term
interests of nature in mind.

MENTOR: I was tutored by a Dryad named


Yalasee who was bonded to a nearby Yew
tree, she watches over a slumbering portal to
the Abyss. During my training, I was tasked
with watching for hidden threats to the world.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid, Circle of the Mountain
Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
RACIAL: Ray of Frost 1d8 Cold +10ft Reduce Target Move

Produce Flame: 2d8 fire


Primal Savagery: 1d10 Acid
Druidcraft
Mending
Magic Stone

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Thunderwave: 2d8 Thunder, Con save or pushed 10ft

Ice Knife 1d10 P. hit/miss all in 5ft Dex save or 2d6 cold
4
Earth Tremor: Dex Save, 1d6 Bludgeoning and Prone.

Cure Wounds: 1d8+SCM (touch)


SPELLS KNOWN

Healing Word: 1d4+SCM 60ft

Goodberry

Speak With Animals

2 3
RACIAL: Armour of Agathy's: 10TEMP HEALTH/ COLD

Melf's Acid Arrow: 4d4+2d4 90ft

Spider Climb
5
Spike Growth 2d4 piercing for every 5ft. 20ft radius. 150ft Range. Concentration

Healing Spirit 1d6 60ft. Target must be in spirit's space


9
Lesser Restoration

Heat Metal: 2d8 fire damage. Con or Disadv on AR/ABC

Animal Messenger

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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