Sami Hasa'kal | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Sami Hasa'kal

Medium Human, Druid, Neutral Good

Armor Class 12
Hit Points 21
Speed: 30 ft

STR

11
( +0 )

DEX

13
( +1 )

CON

13
( +1 )

INT

14
( +2 )

WIS

14
( +2 )

CHA

15
( +2 )

Saving Throws Int +5, Wis +5
Skills Nature +5, Animal Handling +5, Medicine +5, Survival +5
Senses passive Perception 12
Languages Common, Druidic
Proficiency Bonus +3

Description

Kindhearted, and with ease of spirit, Sami Hasa'kal stands as a protector of all things in the natural cycle.

Ideals

The protection of the natural order of things stands as his top priority, as well as the balance of nature.

Bonds

Sami tends to the fields and flowers of River Vale; in his spare time, he helps oversee the fieldhands and stables alongside Danner Thorn.

Flaws

Not combat oriented, he tends to play more of a supportive role in the village.

Wisdom, Spell save DC 13, Spell Attack Modifier +5   Sami has 3 1st level spell slots and knows the following 1st level spells:   Cure Wounds, Healing Word, Entangle

At will: Druidcraft, Resistance, Thorn Whip


Bramble Vest. Healing a target causes Sami's vestiture to produce small thorns. When Sami heals a target, he gains +2 AC until the beginning of his next turn.   Lunar Healer. When in combat at night, Sami deals an additional +2 points of healing.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+0 bludgeoning damage.   Solar Flare. As an action, Sami harnesses a portion of the sun's energy in order to blind a target. The target must make a DC 12 Constitution saving throw or become blinded. The target may repeat this saving throw at the end of each of its turns.   Shifting Winds. As a bonus action, Sami may transfer his +2 bonus AC from Bramble Vest to another target within 30 feet. This bonus lasts until the end of the targets next turn.   Briarblast. Sami's vestiture explodes in a hail of thorns. As a bonus action, Sami may expend his +2 bonus AC from Bramble Vest in order to blast all adjacent targets for 2d6 damage on a failed DC 12 Dexterity saving throw. A successful save results in the target(s) taking half damage.


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NPC Sheet

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