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Thu Apr 25th, 2024 @ 9:04am

Priest (Level 2) Alden Mourningstar

Name Alden Mourningstar

Position Druid

Rank Priest (Level 2)


Character Information

Gender Male
Race Human
Class Druid
Background Folk Hero

Appearance, Attack, Defense

Height 5’ 8”
Weight 160 lbs
Age 30
Hair Color Dark Brown
Eye Color Blue
Physical Description Scruffy beard and hair. Burn scar on his shoulder.
Hit Points Maximum 9
Current Hit Points 9
Armor Class 13
Spellcasting Ability wis
Spell Attack Bonus +5
Spell Save DC 13
Attack and Spellcasting Info Scimitar: +4 to hit, damage 1d6+2 slashing, finesse, light
Dagger: +4 to hit, damage 1d4+2 piercing, finesse, light, thrown 20/60

Poison Spray: The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Ice Knife: +5 to hit, damage 1d10 piercing. Hit or miss, target and all adjacent creatures must succeed on DEX saving throw or take 2d6 cold damage.
Saving Throw Proficiencies INT, WIS

Abilities

Strength 8
Strength Modifider -1
Dexterity 14
Dexterity Modifier +2
Constitution 11
Constitution Modifier +0
Intelligence 10
Intelligence Modifier +0 (+2 for Saving Throws)
Wisdom 16
Wisdom Modifier +3 (+5 for Saving Throws)
Charisma 12
Charisma Modifier +1

Skills

Acrobatics (Dexterity) +2
Animal Handling (Wisdom) +5
Arcana (Intelligence) +0
Athletics (Strength) -1
Deception (Charisma) +1
History (Intelligence) +0
Insight (Wisdom) +3
Intimidation (Charisma) +1
Investigation (Intelligence) +0
Medicine (Wisdom) +3
Nature (Intelligence) +2
Perception (Wisdom) +5
Performance (Charisma) +1
Persuasion (Charisma) +3
Religion (Intelligence) +0
Sleight of Hand (Dexterity) +2
Stealth (Dexterity) +2
Survival (Wisdom) +5

Proficiencies

Weapons Proficiencies Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Armor Proficiencies Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Tools Proficiencies Cooking utensils
Poisoner’s kit
Vehicles (land)
Herbalism kit
Languages Known Common
Elvish
Druidic
Proficiency Bonus +2

Inventory

Current Inventory Scimitar
Dagger
Leather armor
Explorer's pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Druidic focus

Herbalism Kit -> adds proficiency to checks to identify and use herbs (Nature/Survival for identifying plants; Arcana for magic and identifying potions; Investigation for picking out clues from areas with lots of plants; Medicine for treating illnesses and wounds with medicinal plants; Proficiency Bonus only for crafting a potion, DC10 for 2d4+2 healing potion or similar)

Cooking utensils
Shovel
Iron pot
Common clothes
Money pouch

Boots of the Winterlands:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
-You have resistance to cold damage.
-You ignore difficult terrain created by ice or snow.
-You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Money 25

Spells

Cantrips Known 2
Control Flame
Poison Spray
Level 1 Spells Known 5 prepared

Animal Friendship
Charm Person
Entangle
Ice Knife
Purify Food and Drink

3 Level 1 Spell Slots

Traits

Racial Traits Feat: Poisoner: You can prepare and deliver deadly poisons, gaining the following benefits:

When you make a damage roll, you ignore resistance to poison damage.

You can coat a weapon in poison as a bonus action, instead of an action.

You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Class Traits 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 this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

-Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
-When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
-You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
-You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.
Background Traits Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
I took out a corrupt lord through guile; "The Hero of Plumblossom"

Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Personality

Personality Traits If someone is in trouble, I’m always ready to lend help.
Ideals Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Bonds I will take my revenge on any bully I encounter.
Flaws I have a weakness for certain vices and pleasures of the flesh.

History

Personal History Alden had been raised by the Druids of the Circle of Blossoms. They taught him right from wrong and gave him the tools for protecting the world from evildoers, be they criminal scumbags, demons, or the great polluters of the realm. A criminal who preyed upon these gentle people could not be left to their own devices. This included many lessons on herbalism, both for healing and for harming.

Eventually, Alden left the Circle and went to journey the world. Eventually he reached the town of Plumblossom, a cute Human and Elven community in the interior with a sizeable rural population of Halflings working the farms. He was taken in by a family of potato farmers and helped around wherever he could. His connection to the land and his knowledge from the Druids made him a natural at farming. One evening, after a very successful day in the field, Alden and the people he was working with visited the local tavern that . They ate well, drank, and made merry…only to be interrupted by gangsters loyal to a villain named Scar, reminding everyone that tribute was due in one week, and with a punch to the gut of the bar man, reminded them what happened when they were late.

It would end that night. Alden Mourningstar followed the criminals back to their camp, a cottage that it appeared they had taken over. He used his cantrip Control Flame to telekinetically move the hearth fire into the kitchen, and then used the spell Entangle to block all the exits with thorny vines. A ceiling beam fell and injured him as he was trying to escape, burning him on the shoulder and breaking his concentration. Some criminals likely escaped, but not Scar.

The villagers loved Alden for it, praising him as the Hero of Plumblossom. He enjoyed two months of merriment, with plentiful food, drink, and the occasional tryst with a village maiden. In all the festivities, they also taught him to cook and gave him as a gift some excellent cooking tools.

Eventually it was time to move on. He heard of a commotion in Fairfell, which he could presumably help with. He packed up and left, and learned that his story had preceded him. He did not want for hospitality along his journey, never lacking food, and rarely lacking companionship.

He eventually made it to Fairfell, where the adventure truly began....