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Keyleth L20

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Druid, 20 Outlander Marisha Ray

CLASS & LEVEL BACKGROUND PLAYER NAME


Keyleth
Half-Elf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 2 30
14 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

2 PERSONALITY TRAITS

Hit Point Maximum 147


5 Strength
DEXTERITY 5 Dexterity

15 ●
5

8
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

2 ● 15 Wisdom
3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 20d8
2 Acrobatics (Dex) Total SUCCESSES
2 6 Animal Handling (Wis) FAILURES
2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 8 Athletics (Str)

15 0

2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Staff +8 1d8+2 bludgeon Darkvision


2 ● 12 Insight (Wis)
● 6 Intimidation (Cha) Thorn Whip +12 4d6 (10 ft reach) Fey Ancestry (Adv. on saves
WISDOM 2 Investigation (Int) against being charmed and magic
6 Medicine (Wis) can't put you to sleep)
22 ● 12 Nature (Int)
● 12 Perception (Wis)
Feat: Skilled
6 - Alchemy
0 Performance (Cha)
- Intimidation
● 6 Persuasion (Cha)
CHARISMA - Persuasion
2 Religion (Int)
10 2 Sleight of Hand (Dex) Feat: War Caster
● 8 Stealth (Dex) - Adv. on CON saves to
0 maintain concentration spells
● 12 Survival (Wis)
when you take damage
SKILLS ATTACKS & SPELLCASTING
- Can perform somatic
components of spells even when
22 PASSIVE WISDOM (PERCEPTION)
you have something in both hands
CP Spell Book
- Can cast spell as attack of
Circlet of Wisdom opportunity
Light armor, medium armor,
SP Herbalism Book
shields (no metal), clubs, daggers, Alchemy Kit Feat: Mystic Conflux
darts, javelins, maces, EP
Spire of Conflux - Attune to 4 items
quarterstaffs, scimitars, sickles, Mantle of the Voice - Adv. on arcana checks for
slings, spears GP
of the Tempest magical objects or devices

Herbology Kit (+5) PP

Common, Elvish, Primordial,


Druidic
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
6'0"
AGE HEIGHT WEIGHT
Keyleth
Brown Fair Red
CHARACTER NAME EYES SKIN HAIR

Air Ashari NAME


Earth Ashari
Slayers' Take
Fire Ashari
Vox Machina

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Circle of the Moon


A first impression of Keyleth would leave you with
little information on the Half-Elven druid. You
- Combat Wild Shape (Wild Shape = bonus action; can also spend one spell
might even think that her social awkwardness due slot to regain 1d8 HP while transformed)
to her sheltered upbringing is kind of sweet. Of - Circle Forms (Wild Shape CR 4; 6 hour duration)
course, it would be unwise to underestimate her
based on first impressions. Under that - Primal Strike (Attacks in beast form count as magical, if necessary)
unintimadating petite frame lies a vicious beast - Elemental Wild Shape (Expends 2 uses of Wild Shape)
waiting to be unleashed, whose natural powers - Thousand Forms (Can cast Alter Self spell at will)
have made even the fiercest of champions pee
their pants. Literally.
Timeless Body (For every 10 years that pass, only ages one year)
Born to the Air tribe of the Ashari people, Keyleth
was raised with a deep love of nature and the
elemental magics. It is her people's inherent duty Beast Spells (Can cast any spells with only verbal and somatic components
to protect the delicate areas in Tal'Dorei, where while using Wild Shape)
the four elemental planes begin to bleed with this
realm. Since she was a little girl, she had quite a
knack for air manipulation and beast shaping Archdruid (Unlimited Wild Shape)
abilities. Well, if you consider kittens and flying
squirrels to be little beasts. Which, I do. Anyways,
it wasn't long before the headmaster of the tribe,
her father, Kohren, realized her true prodigious
abilities and she was inveterated to succeed him
as the next headmaster. Just like that, her jovial ADDITIONAL FEATURES & TRAITS
childhood was stripped and replaced with endless
spell memorization, teachings from ancient
traditions, and exceedingly high expectations.
Spire of Conflux: While holding this staff, you gain a +2 bonus to spell attack rolls.
Every druid leader to be must embark on a Whenever you cast a spell that deals fire, ice, or lightning damage and you roll a 1
journey to seek out the sister tribes in order to on a damage die, you can reroll the die and must use the new result. The staff has
introduce and establish respect amongst the
fellow headmasters. They call this the Aramente,
20 charges and regains 1d6+4 expended charges daily at dawn. While holding
or Noble Odyssey. When her father felt she was this staff, you can use an action to expend some of its charges to cast one of the
ready, he set her on the path to truly discovering following spells from it, using your spell save DC and spell casting ability:
herself. Not knowing when, or if she will ever
return. As she hikes down the mountain towards
Burning Hands (1 charge)
Stillbend, she meditated on the task ahead. Part Fireball (3 charges)
of the Aramente is proving yourself a strong Ice Storm (4 charges)
warrior, a valiant protector, and a wise and
compassionate leader. With this knowledge, one
Conjure Elemental (5 charges)
thought plays in repeat in her mind: is she even Chain Lightning (6 charges)
worthy? Fire Storm (7 charges)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Druid, Circle of the Moon WIS 20 +12
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 2
Thornwhip Call Lightning Sunbeam

Druidcraft Wind Wall Move Earth

Gust Heroes' Feast

Transport via Plants

Wind Walk

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 2
EPAR
SPELL NAME Fire Storm
ED
PR

Thunderwave Plane Shift

Cure Wounds
4 3
Healing Word

Fog Cloud Control Water


SPELLS KNOWN

Goodberry Stone Shape

Faerie Fire Stoneskin

Entangle Polymorph

Hallucinatory Terrain

Grasping Vine

Dominate Beast
8 1
Blight

Control Weather

Feeblemind

2 3
Tsunami

Animal Shapes

Beast Sense

Enhance Ability

Pass Without Trace


5 3
Heat Metal

Gust of Wind Wall of Stone


9 1
Flaming Sphere Commune with Nature

Scrying Shapechange

Planar Binding Foresight

Greater Restoration

Geas

Conjure Elemental

Antilife Shell

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

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