Gardener Wiki Wiki Haunted One 2,000 CHARACTER NAME BACKGROUND EXPERIENCE NEXT LEVEL Druid 7 Moon Neutral Good 7 Wood Elf LEVEL RACE 1 +2 STRENGTH 12 ABILITIES +2 +2 SAVING THROWS Athletics 0 lb Carried 210 lb Max. Carry 20 lb Push, Drag, Lift³ +1 +1 SAVING THROWS +1 Acrobatics +1 Sleight of Hand +1 Stealth DEXTERITY +1 Thieves' Tools CONSTITUTION NAME USAGE Wildshape (CR2 no flying) Bonus Action Combat Wild Shape (+1d8 HP per slot lvl) Bonus Action Primal Strike (beast form atks are magical) Attack SUB GENDER AGE HEIGHT OFICIENCY Unarmed strike Club Dagger Mace Quarterstaff Sickle Spear Dart Javelin Shortbow Sling Long sword Scimitar TOOLS Weaver s tools +2 Temporary 7d8 WEAPONS Short sword 15 Dex +1 52 Longbow Other Light Medium Shields LANGUAGES Common Elvish Druidic Sylvan SKIN proficient, Don: 5min, Doff: 1min CONDITIONS LEVEL ATTACKS PER ACTION ALIGNMENT Medium Male 95 5'6" 128 lb Tan Green SIZE 1 +2 SAVING THROWS mins Hold Breath rnds Suffocating +2 10 + SAVING THROWS +0 Arcana +0 History +0 + Investigation + Nature INTELLIGENCE +0 Religion 18 OFICIENCIES +7 SAVING THROWS +7 Animal Handling + Insight + + Medicine ABILITY FEATURES +7 Perception WISDOM adv saves (charmed), immune (sleep) +7 Survival 8 1 CHARISMA 1 SAVING THROWS 1 Deception 1 Intimidation 1 Performance 1 Persuasion PASSIVE PERCEPTION PASSIVE INVESTIGATION 17 INIRATION 1 HERO POINTS ACTIVE FEATURES 8 REMAINING DURATION RECOVERY USES hrs Short Rest 2 Instant Instant - Instant Instant WEIGHT + USED EXHAUSTION Spend one or more Hit Dice after a Short Rest. Regain spent Hit Dice after a Long Rest Hide armor SHIELD Shield 1 12 OTHER,000 Brendan Grant EYES PLAYER NAME RELIGION / PATRON / DEITY Brown HAIR HEALTH & CURRENT HIT DICE TOTAL USED PASS TYPE DEX MOD STRENGTH STEALTH 12 medium +1 - - OPERTIES +2 proficient DAMAGE RESISTANCE OPERTIES DEATH SAVES DC 10 Finishing a Long Rest reduces your Exhaustion Level by 1, provided you have also ingested some food and drink ACTIONS (Half Damage) OPERTIES Move a distance up to your Speed and take one Action, a possible Bonus Action and one Reaction per turn VISION & SENSES Darkvision 60ft INITIATIVE EED +1 5 ft Fly Swim 17 ft Long Jump¹⁰ 1 ft High Jump¹⁰ 5 ft Crawl 17 ft Climb 17 ft FAIL DAMAGE REDUCTION ACTION ACTION Attack [ 1] Dash [move 5ft] Overrun [Athletics] ᵐᵒᵛᵉ Cast a spell [see spell] Disengage [no OAs] Tumble [Acrobatics] ᵐᵒᵛᵉ Dodge [attackers disadv] Wildshape Help [target gains adv] Combat Wildshape Hide [Stealth] Overrun [Athletics] Ready [use Reaction] Search [Investigation] Tumble [Acrobatics] Use an Object [object(s)] AS 1 ATTACK Disarm [Attack] Grapple [Athletics] Mark [Melee Attack] Shove [Athletics] REACTION Opportunity Attack (OA) 150/600 ATTACK 1 DAMAGE TYPE Longbow + 1d8+1 piercing OPERTIES proficient, ammunition, heavy, two-handed Arrows ATTACK 2 DAMAGE TYPE OPERTIES ATTACK DAMAGE TYPE HEAD HEADBAND, HAT, HELMET, OR PHYLACTERY EQUIPMENT WORN HANDS GLOVES OR GAUNTLETS ATTACK OPERTIES DAMAGE TYPE EYES EYE LENSES OR GOGGLES ARMS / WRISTS BRACERS OR BRACELETS OPERTIES NECK AMULET, BROOCH, MEDALLION, PERIAPT, OR SCARAB BODY ROBE OR SUIT OF ATTACK 5 DAMAGE TYPE SHOULDERS CLOAK, CAPE OR MANTLE TORSO VEST, VESTMENT, OR SHIRT OPERTIES RINGS WAIST RIGHT HAND BELT OR GIRDLE ATTACK 6 DAMAGE TYPE RINGS LEFT HAND FEET BOOTS, SHOES, OR SLIPPERS OPERTIES
POSSESSION ON PERSON Item GEAR QTY Location CARRYING CAPACITY 0.0 lb 0-210 lb 11-210 lb 0-20 lb Current Carrying Capacity Heavily Encumbered² Push, Drag, Lift³ ¹ Speed -10ft ² Speed -20ft, disadvantage on Str, Dex, Con checks, attacks and saving throws ³ Speed drops to 5ft if you Push or Drag above 210 lb COINAGE Carrying Platinum 1 Platinum = 10 Gold Gold 1 Gold = 2 Electrum Electrum 1 Electrum = 5 Silver Silver 1 Silver = 10 Copper Copper Total Item GEMS, JEWELRY, ART OBJECTS QTY Value Coins Wealth gp gp FAMILIAR NAME TYPE OFICIENCY Remaining ABILITY SCORES SAVING THROWS Senses Carrying Max. Carry Push, Drag, Lift³ SKILLS Acrobatics Insight Performance Animal Handling Intimidation Persuasion Athletics Investigation Medicine ACTIONS Initiative Speed 1 2 Religion Sleight of Hand Deception Nature Stealth History Perception Survival Other Dropped Backpack Attuned Magical Items POSSESSION NOT ON PERSON Item 0 Ground QTY Location TOTAL WEIGHT CARRIED QTY Location Senses Carrying Max. Carry Push, Drag, Lift³ SKILLS Acrobatics Insight Performance Animal Handling Intimidation Persuasion Athletics Medicine Sleight of Hand Deception Nature Stealth History Perception Survival ACTIONS Initiative Speed Other 1 2 MOUNT NAME TYPE OFICIENCY Remaining 0.0 lb ABILITY SCORES SAVING THROWS Investigation Religion BACKPACK WEIGHT 0.0 lb TOTAL WEIGHT
Druid 7 7 LEVEL Wis + ABILITY EPARED/KNOWN Prepared Not Prepared ᴿ ᴿ Ritual, ᶜᵒᶰ Concentration, ᴴ Higher Level, ᵈ Domain, ᵒ Oath, ᶜ Circle, ᵐ Mastery, ˢ Signature Pact Magic Level CANTRIPS Shillelagh Druidcraft Thorn Whip ABILITY MODIFIER 11 ELLS 1 bon 1 act 1 act Moon SUB EPARED ELLS touch +7 ATTACK MODIFIER 15 ELL SAVE DC OFICIENCY ELLING + ELL SLOTS SLOTS USED Used 1st 2nd rd th 5th Sorcery Point Cost 2 5 Spell Recovery Levels DURATION COMPONENT TYPE 1 min VSM trans club or quarterstaff held becomes magical, 1d8 bludgeon, use spell ability for attack and dmg 0 ft instant VS trans create 1 harmless sensory nature effect; predict weather, make flower blossom, light or snuff small fire 0 ft instant VSM trans melee, 2d6 pierce and pull target 10ft closer to you 1 6 6th - - - Slots 7th 8th 9th - - 7 Mystic Arcanum PH 275 PH 26 PH 282 IN LEVEL 1 IN IN DURATION COMPONENT TYPE Cure Wounds ᴴ 1 act touch instant VS evoc IN Speak with Animals 1 act ᴿ IN IN self 10 min VS divin Healing Word ᴴ 1 bon 60 ft instant V evoc LEVEL 2 DURATION COMPONENT TYPE Spike Growth 1 act 150 ft 10 min ᶜᵒᶰ VSM trans 20ft rad (difficult terrain), 2d pierce per 5ft move, Perception ⱽˢ spell DC to recognize Heat Metal ᴴ 1 act 60 ft 1 min ᶜᵒᶰ VSM trans 1 metal object, 2d8 fire, con save or drop item (disadv attack, saves if doesn't), bon to reheat ᴴ +1d8 Protection from Poison 1 act touch 1 hr VS abjur 1 creature, neutralize 1 poison, gains poison resist and adv to save against poison for duration Barkskin 1 act touch 1 hr ᶜᵒᶰ VSM trans 1 willing creature, AC cannot be less than 16 regardless of armor worn LEVEL DURATION COMPONENT TYPE Plant Growth 1 act/8hr 150 ft instant VS trans 1 act: 100ft rad, thick overgrown (¼ speed) or 8hr: ½ mile rad, enrich land for 1yr (yield x2) Conjure Animals ᴴ 1 act 60 ft 1 hr ᶜᵒᶰ VS conjur summon fey spirits (beast form), 1xCR2, 2xCR1, xcr½, or 8xCR¼ ᴴ 5ᵗʰ x2, 7ᵗʰ x, 9ᵗʰ x Sleet Storm 1 act 150 ft 1 min ᶜᵒᶰ VSM conjur 20x0ft rad cylinder heavily obscured, enter/start turn dex save or prone, con save or ᶜᵒᶰ disrupted LEVEL DURATION COMPONENT TYPE Conjure Woodland Beings ᴴ 1 act 60 ft 1 hr ᶜᵒᶰ VSM conjur 1 creature is healed 1d8+ ᴴ +1d8 comprehend and verbally communicate with beasts (limited by their Intelligence) for the duration 1 creature (not undead/construct), heals 1d+ HP ᴴ +1d HP summon fey creatures 1xCR2, 2xCR1, xcr½, or 8xCR¼ ᴴ 6ᵗʰ x2, 8ᵗʰ x PH 20 PH 277 PH 250 PH 277 PH 250 PH 270 PH 217 PH 266 PH 225 PH 276 PH 226
LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8 LEVEL 9 DURATION COMPONENT TYPE DURATION COMPONENT TYPE DURATION COMPONENT TYPE DURATION COMPONENT TYPE DURATION COMPONENT TYPE
HONOR CHARACTER PORTRAIT SANITY CHARACTER BACKSTORY ALLIES & ORGANIZATIONS PERSONALITY I refuse to become a victim, and I will not allow others to be victimized. I try to help those in need, no matter what the personal cost. IDEAL I'll stop the spirits that haunt me or die trying. (Any) BOND I would sacrifice my life and my soul to protect the innocent. FLAW I talk to spirits that no one else can see. FACTION RANK RENOWN RACE, BACKGROUND, & FEATS RACE. Wood Elf +2 Dexterity, +1 Wisdom Size. Medium Speed. 5ft Darkvision 60ft Keen Senses. proficiency in the Perception skill Fey Ancestry. advantage on saving throws against being charmed, magic cannot put you to sleep Trance. do not sleep but meditate deeply, remaining semiconscious, for hours a day Elf Weapon Training. proficiency with longsword, shortsword, shortbow and longbow Fleet of Foot. base movement increased to 5ft Mask of the Wild. hide when lightly obscured by foilage, heavy rain, falling snow, mist, etc. Common, Elvish BACKGROUND. Haunted One Region. Goldstern Feature. Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Harrowing Event. Big battle near where village was founded 80 years ago. Found in a group of slaughtered elves with carved X on my face. Was around 15 at the time and cannot remember anything before or about the battle. Skills. Choose two from Arcana, Investigation, Religion and Survival Tools. none Lifestyle. Modest, 1 gp per day. Choose one from Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan or Undercommon. Druid Armor. Light & medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. Club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear Tools. Herbalism kit Saves. Intelligence, Wisdom Skills. Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival 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 Druidic automatically spot such a message. Others can spot the message with a successful DC15 Wisdom (Perception) check but can t decipher it without magic Spellcasting Spell slots: finishing a long rest restores any expended spell slots. You can cast a druid spell as a ritual if that spell has the ritual tag and the spell is prepared. Spellcasting focus: druidic focus Druid Circle (Moon) Wild Shape Magically assume the shape of a beast you have seen before: 1 bonus action, max CR 2, no flying speed, duration hours Wild Shape twice, expended uses are regained after a short or long rest (see PH for details) Druid Circle Feature (Combat Wild Shape) Gain the ability to use Wild Shape as a bonus action and while in a beast shape use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended Druid Circle Feature (Circle Forms) Gain the ability to transform into more dangerous animal forms when using Wild Shape Ability Score Improvement / Feat: Level Druid Circle Feature (Primal Strike) Attacks in beast form count as magical for overcoming resistance and immunity to nonmagical attacks and damage ABILITY SCORE IMOVEMENT & FEATS Ability Score Improvement - Druid - Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1 ENEMIES
WILD SHAPE Druid 7 Moon 2 2 SUB WILD SHAPE USED CR MAX hrs no flying DURATION LIMITATIONS WILD SHAPE Dire Wolf Large beast CR1, unaligned OFICIENCY SKILLS Acrobatics 7 (5d10+10) Remaining 2 Animal Handling +0 Investigation ABILITY SCORES +2 15 +2 10 +0 18 + 8-1 Athletics + Medicine 17 + 15 Deception SAVING THROWS + +2 +2 +2 +6-1 History 1 (natural armor 12) +2 Insight + Performance -1 +7 Intimidation -1 Persuasion -1 + Religion +0 + Sleight of Hand +2-1 Nature + Stealth + +0 Perception +7 Survival +7 Keen Hearing & Smell. Advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. Advantage on an attack roll against a creature if at least one ally is within 5ft and isn't Senses passive Perception 17 incapacitated Carrying Max. Carry 510 lb Push, Drag, Lift³ 1020 lb ACTIONS Initiative +2 Speed 50 ft Other 1 Bite melee +5, 5ft, 2d6+ piercing, DC1 Str save or be knocked prone. 2 WILD SHAPE Giant Spider Large beast CR1, unaligned OFICIENCY SKILLS 1 (natural armor 11) Acrobatics + Insight + Performance -1 26 (d10+) Remaining 2 Animal Handling +7 Intimidation -1 Persuasion -1 +0 Investigation + Religion +0 Athletics +2 Medicine + Sleight of Hand + ABILITY SCORES 1 +2 16 + 12 +1 10 +0 18 + 8-1 Deception -1 Nature + Stealth +5 SAVING THROWS +2 + +1 +2 +6-1 History +0 Perception +7 Survival +7 Spider Climb. Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Senses passive Perception 17, darkvision 60ft, blindsight 10ft Web Sense. Know the exact location of any other creature in contact with the same web. Web Walker. Ignore movement restrictions caused by webbing Carrying Max. Carry 20 lb Push, Drag, Lift³ 80 lb Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 0/60ft one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the ACTIONS Initiative + Speed 0 ft Other climb 0ft webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerable to fire 1 Bite melee +5, 5ft, 1d8+ piercing, 2d8 poison DC11 Con save ½. If the poison damage reduces the targedamage, immune to bludgeoning, poison, and psychic damage) 2 Web (see traits) WILD SHAPE Giant Octopus Large beast CR1, unaligned OFICIENCY SKILLS 11 (none) Acrobatics +1 Insight + Performance -1 52 (8d10+8) Remaining 2 Animal Handling +7 Intimidation -1 Persuasion -1 +0 Investigation + Religion +0 Athletics + Medicine + Sleight of Hand +1 ABILITY SCORES 17 + 1 +1 1 +1 10 +0 18 + 8-1 Deception -1 Nature + Stealth +5 SAVING THROWS + +1 +1 +2 +6-1 History +0 Perception +8 Survival +7 Hold Breath. While out of water, can hold its breath for 1 hour. Underwater Camouflage. Advantage on Dexterity (Stealth) checks made while underwater. Senses passive Perception 18, darkvision 60ft Water Breathing. Can breathe only underwater. Ink Cloud (Recharge after a Short or Long Rest). A 20ft radius cloud of ink extends all around the octopus Carrying Max. Carry 510 lb Push, Drag, Lift³ 1020 lb if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action ACTIONS Initiative +1 Speed 10 ft Other swim 60ft 1 Tentacles melee +5, 15ft, 2d6+ bludgeoning, target grappled and restrained DC16 escape. Octopus ca 2 Ink Cloud (see traits) WILD SHAPE Silver Dragon Wormling Medium dragon CR2, lawful good OFICIENCY SKILLS 17 (natural armor 17) Acrobatics +0 Insight + Performance +2 8 (6d8+11) Remaining 2 Animal Handling +7 Intimidation +2 Persuasion +2 +1 Investigation + Religion +1 Athletics + Medicine + Sleight of Hand +0 ABILITY SCORES 19 + 10 +0 17 + 12 +1 11 +0 15 +2 +2 Nature + Deception Stealth +2 History +1 Perception +7 Survival +7 Cold Bores adventurers with inane observations and clean jokes. Senses passive Perception 1, Blindsight 10ft, Darkvision 60ft Draconic Carrying Max. Carry 285 lb Push, Drag, Lift³ 570 lb ACTIONS Initiative -1 Speed 0 ft Other Fly 60ft 1 Bite melee +6, reach 5ft, 1d10+ piercing 2 Breath Weapon (Recharge 5-6) Cold 15' Cone d8 Breath Weapon (Recharge 5-6) 15' Cone Paralyze 1 minute DC1 Con Each Turn WILD SHAPE Polar Bear Large beast CR2, unaligned OFICIENCY SKILLS 12 (natural armor 12) Acrobatics +0 Insight + Performance -1 2 (5d10+15) Remaining 2 Animal Handling +7 Intimidation -1 Persuasion -1 +0 Investigation + Religion +0 Athletics +5 Medicine + Sleight of Hand +0 ABILITY SCORES 20 +5 10 +0 16 + 10 +0 18 + 8-1 Deception -1 Nature + Stealth +0 SAVING THROWS +5 +0 + +2 +6-1 History +0 Perception +7 Survival +7 Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell Senses passive Perception 17 Carrying Max. Carry 600 lb Push, Drag, Lift³ 1200 lb ACTIONS Initiative +0 Speed 0 ft Other swim 0ft 1 Multiattack. 2 attacks: 1 bite and 1 claws 2 Bite melee +7, 5ft, 1d8+5 piercing Claw melee +7, 5ft, 2d6+5 slashing