Name: Грум
Sex & Race: Человек (variant human)
Class & Level: Варвар 1 / Друид 3 лвл (moon circle)
XP: 3025/6500
Age: 30 years
Deity: Сильванус (бог дикой природы, символ — лист дуба)
Aligment: Хаотично-добрый
Languages: Общий, Druidic (special feature), Elfish (human), Halfling (hermit)
Proficiency Bonus: +2
AC: 15/
17 (unarmored defence +2+3), shield
HP: 37 (12+3*5+4*(con=2))
Набор характеристик [15, 15, 14, 10, 8, 8] и расовые +1 к двум характеристикам
Str 10 (0), Dex 16 (+3), Con 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 8 (-1)
Saving Throws
Strength +2 (prof), Dexterity +3, Constitution +4 (prof), Intellect -1, Wisdom +3, Charisma -1
Proficient in
Medicine +5 (back), Religion +1 (back), Animal Handling +5 (barbarian), Survival +5 (barbarian), Perception +5 (human)
Tool Proficiencies: Herbalism kit
Armor: Light armor, medium armor, shields (druids will not wear arm or or use shields made o f metal)
Weapons: Simple weapons, martial weapons
Passive perception 15, passive investigation 9
Attack optionsClub attack +2, 1d4 damage
Club under shillelagh attack +5, 1d8+3 damage
Scimitar attack +5, 1d6+3 damage (или без +3, если бонус)
Longbow +5, 1d8+3 damage
Spell modifier: +5
Spell save DC: 13
Combat Wild ShapeW h en you c h o o s e this circle at 2nd level, you gain the
ability to u se W ild Sh ape on your turn as a bon u s action,
rather than as an action.
Additionally, w hile you are transform ed by W ild
Shape, you ca n u se a bon u s action to expend one
spell slot to regain 1d8 hit points per level o f the spell
slot expended.
Feat: sentinelW h en you hit a creature with an opportu nity attack,
the creatu re’s sp eed b e c o m e s 0 for the rest o f
the turn.
• Creatures w ithin 5 feet o f you provoke opportunity
attacks from you even if they take the D isengage
action before leaving your reach.
• W h en a creature w ithin 5 feet o f you m akes an attack
against a target other than you (and that target d oesn ’t
have this feat), you can use your reaction to m ake a
m elee w eap on attack against the attacking creature.
RageIn battle, you fight with prim al ferocity. O n your turn,
you can enter a rage as a bon u s action.
W h ile raging, you gain the follow in g benefits if you
aren’t w earin g heavy arm or:
• You have advantage on Strength ch eck s and Strength
saving throw s.
• W hen you m ake a m elee w eapon attack using
Strength, you gain a bon u s to the dam age roll that
in creases as you gain levels as a barbarian, as show n
in the R age D am age colu m n o f the Barbarian table.
• You have resistan ce to bludgeoning, piercing, and
slashing dam age.
If you are able to cast spells, you ca n ’t cast them or
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
k n ocked u n con sciou s or if your turn ends and you
haven’t attacked a hostile creature sin ce your last turn
or taken dam age sin ce then. You can also end your rage
on your turn as a bon u s action.
O nce you have raged the num ber o f tim es show n
for your barbarian level in the R a ges colu m n o f the
Barbarian table, you m ust finish a lon g rest before you
can rage again.
Unarmored defenceW h ile you are not w earin g any armor, your A rm or C lass
equals 10 + your Dexterity m odifier + your Constitution
m odifier. You can use a shield and still gain this benefit.
Cantrips: 2
Spells prepared: 6 (wis + druid level)
Shillelagh (0, V, S, M)
CASTING TIME
1 bonus action
RANGE
Touch
COMPONENTS
V, S, M
DURATION
1 minute
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Thorn whip (0, V, S, M)
CASTING TIME
1 action
RANGE
30 feet
COMPONENTS
V, S, M
DURATION
Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Healing word (1, V)
CASTING TIME
1 bonus action
RANGE
60 feet
COMPONENTS
V
DURATION
Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on unddead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Goodberry (1, V, S, M)
CASTING TIME
1 action
RANGE
Touch
COMPONENTS
V, S, M
DURATION
Instantaneous
a sprig of mistletoe
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Animal friendship (1, V, S, M)
CASTING TIME
1 action
RANGE
30 feet
COMPONENTS
V, S, M
DURATION
24 hours
a morsel of food
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you fo rhte spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Barkskin (2, V, S, M)
CASTING TIME
1 action
RANGE
Touch
COMPONENTS
V, S, M
DURATION
Concentration, up to 1 hour
a handful of oak bark
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
Heat Metal (2, V, S, M)
CASTING TIME
1 action
RANGE
60 feet
COMPONENTS
V, S, M
DURATION
Concentration, up to 1 minute
a piece of iron and a flame
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Spike growth (2, V, S, M)
CASTING TIME
1 action
RANGE
150 feet
COMPONENTS
V, S, M
DURATION
Concentration, up to 10 minutes
seven sharp thorns or seven small twigs, each sharpened to a point
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Fraction: Emerald ArchiveThe Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a small village prepare for a long, brutal winter. Barbarians and witches who live like hermits most of the year might defend a town against marauding orcs or barbarians. Members of the Emerald Enclave know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another.
Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance.
BELIEFS
The natural order must be respected and preserved.
Forces that seek to upset the natural balance must be destroyed.
The wilderness can be harsh. Not everyone can survive in it without assistance.
GOALS
To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.
Известные животные Giant SpiderArmor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30ft., climb 30ft.
STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 2(-4) WIS 11(+0) CHA 4(-3)
Skills Stealth +7
Senses blindsight 10ft., darkvision 60ft., passive Perception 10
Languages-
Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, tak ing 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit,
range 30f60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success . The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison ,
and psychic damage).
To snare its prey, a giant spider spins elaborate webs
or shoots sticky strands of webbing from its abdomen.
Giant spiders are most commonly found underground,
making their lairs on ceilings or in dark, web-filled
crevices. Such lairs are often festooned with web
cocoons holding past victims
MastiffMedium beast, 'un~ligned
Armor Class 12
Hit Points 5 (ld8 + 1)
Speed 40 ft
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perce ption +3
Senses passive Perceptio n 13
Languages -
Challenge 1/8 (2 5 XP)
Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perceptio n) checks that rely o n hea ring or smell
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., o ne target. Hit:
4 (1d 6 + 1) pierci ng da m age . If the target is a creature, it must
s ucceed on a DC 11 Strengt h saving throw o r be knocked p rone.
Mastiffs are impressive hounds prized by humanoids
for their loyalty and keen senses, Mastiffs can be trained
as guard dogs, hunting dogs, and war dogs. Halftings
and other Small hu manoids ride them as mounts
Brown bearLarge beast, unaligned
Armor Class 11 (natural armor) 13 (unarmored defense)
Hit Points 34 (4d10 + 12)
Speed 40ft., climb 30ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
2 (- 4)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages-
Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Multiattack. The bear makes two attacks : one with its bite and
one with its claws .
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) s la shing damage.