Tora Dwarf Druid

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Quartermaster Tora

Druid 11 (Circle of Wildfire) 90,950


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Hill Dwarf Sailor
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+0 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Neutral Good. I help others
(AC) INITIATIVE according to their needs and promote
10
SAVING THROWS
14 +1 25 ft. compassion above all else.

Sailor Background [PHB p. 139]


Armor Worn: leather armor, wooden shield
+0 Strength Saves  • Feature: Ship's Passage.
DEX +1 Dexterity Saves  • Traits: Work hard, play even harder.
HIT POINTS HIT DICE
+1 +3 Constitution Saves  Cautious outlook.
• Ideal: Captain's respect above all.
13
+3 Intelligence Saves *
+9 Wisdom Saves *
102 11d8 • Bond: Seeks revenge on pirates.
+1 Charisma Saves  • Flaw: Wastes money in taverns.
DEATH SAVES:   Success  O O O   Fail  O O O
* Prof. bonus added
Hill Dwarf Traits [PHB p. 20]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+3 +1  Acrobatics (Dex) Basic Attack. One target per Attack action.


• Age: 120 years old
• Medium Size (4' 3", 178 lbs.)
• Speed not reduced by heavy armor
16 +5  Animal Handling (Wis)
• Darkvision (60 feet)
-1  Arcana (Int) Scimitar. Melee Weapon Attack: +5 to hit,
reach 5 ft. Hit: 1d6+1 slashing damage. • Dwarven Resilience (versus poison)
+4  Athletics (Str) *
• Dwarven Combat Training (var. weapons)
+1  Deception (Cha)
INT Dagger. Melee or Ranged Weapon Attack: +5 to • Tool Proficiency (brewer's supplies)
-1  History (Int)
-1 hit, reach 5 ft. 1d4+1 piercing damage. (If • Dwarven Toughness (extra hit points)
+5  Insight (Wis) thrown, normal range to 20 ft.; disadvantage • Stonecunning (stonework lore)
8 +1  Intimidation (Cha) long range 21 to 60 ft.)
Druid Class Features [PHB p. 65, TCoE p. 39]
-1  Investigation (Int)
Sling. Ranged Weapon Attack: +5 to hit. Hit: • Ritual Casting
+5  Medicine (Wis) 1d4+1 bludgeoning damage. (Normal range • Wild Shape (max. CR 1, twice betw. short or
+3  Nature (Int) * to 30 ft.; disadvantage long range 31 to 120
WIS ft.)
long rests)
+9  Perception (Wis) * • Summon Wildfire Spirit (uses Wild Shape)
+5 +1  Performance (Cha)
MAGIC, FEATS & SPECIAL ATTACKS
• Enhanced Bond (extra damage, spells can
originate from spirit)
20 +1  Persuasion (Cha)
• Cauterizing Flames (healing fire)
-1  Religion (Int) Shillelagh Club. Melee Spell/Weapon Attack: +9
+1  Sleight of Hand (Dex) to hit, reach 5 ft. Hit: 1d8+5 bludgeoning
damage. (Cantrip effect on weapon lasts for 1
+1  Stealth (Dex) minute.)
CHA
+9  Survival (Wis) *
+1 EQUIPMENT & TREASURE
12 * Prof. bonus added Carried Gear [PHB, p. 143]: leather armor (AC
11), shield (AC +2), scimitar, club, dagger, sling
19 PASSIVE WISDOM
(PERCEPTION) and 20 stones, belt pouch, set of common
clothes, rope (silk, 50 feet), belaying pin (club), a
non-magical lucky charm. (This load is about 44
PROFICIENCIES & LANGUAGES lbs.; add 1 lb. per 50 coins carried.)
Armor: light armor, medium armor, shields
Coins & Gems: 5,254 gold pieces (gp); 39 silver
(nonmetal only)
pieces (sp); 61 copper pieces (cp); 15 gems
Weapons: battleaxe, club, dagger, dart, (worth 100 gp each)
handaxe, javelin, mace, quarterstaff,
scimitar, sickle, sling, spear, throwing
hammer, warhammer
Tools: brewer's supplies, herbalism kit,
navigator's tools, vehicles (watercraft)
Saving Throws: Intelligence, Wisdom
Skills: Athletics, Nature, Perception, Survival
Languages: Common, Drudic, Dwarvish

ENCUMBRANCE
Lifting & Carrying: 150 lbs. max. carrying
capacity; 300 lbs. pushing or dragging (speed
-5 ft.); 300 lbs. max. lift.

MAGIC SPELLS Cantrips Known: Guidance, Mending,


Spell Attack Modifier +9 Resistance, Shillelagh
Spellcasting [PHB p. 201] Spell Save DC 17
Prepared Spells
1st Level (4 slots): Burning Hands*, Cure
Woundss*, Faerie Fire, Charm Person,
Detect Magic
2nd Level (3 slots): Flaming Sphere*,
Scorching Ray*, Barkskin, Hold Person,
Lesser Restoration
3rd Level (3 slots): Plant Growth*, Revivify*,
Call Lightning, Dispel Magic, Daylight
4th Level (3 slots): Aura Of Life*, Fire Shield*,
Blight, Dominate Beast, Polymorph
5th Level (2 slots): Flame Strike*, Mass Cure
Wounds*, Awaken, Tree Stride
6th Level (1 slot): Sunbeam, Conjure Fey

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...


[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
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[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
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[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).
[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).
[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
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[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).

[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).

[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

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