Sol'r'enf'gan The Dreamer
Eladrin Elf
Race
Origin
Druid 2
Class & Level
Chaotic Neutral
Alignment
Deity
Faction
Rank/Position
Loyalty
Company
Strength
10
+0
Dexterity
17
+3
constitution
14
+2
intelligence
11
+0
wisdom
15
+2
charisma
12
+1
Total Hit Dice
1
Hit Die
1d8+2
+2
proficiency bonus
| +0 | Strength |
| +3 | Dexterity |
| +2 | Constitution |
| +2 | Intelligence |
| +4 | Wisdom |
| +1 | Charisma |
saving throws
| +3 | Acrobatics |
| +2 | Animal Handling |
| +0 | Arcana |
| +2 | Athletics |
| +1 | Deception |
| +0 | History |
| +2 | Insight |
| +1 | Intimidation |
| +0 | Investigation |
| +2 | Martial |
| +4 | Medicine |
| +2 | Nature |
| +4 | Perception |
| +1 | Performance |
| +1 | Persuasion |
| +0 | Religion |
| +3 | Sleight of Hands |
| +3 | Stealth |
| +4 | Survival |
skills
MV
Prestige
Attunement Slots
14
Armor Class
20
Hit Points
+3
Initiative
30
Speed
Attacks
Skills
Perception (Eladrin Elf (Keen Senses))
Medicine (Druid)
Nature (Druid)
Athletics (Outlander Background)
Survival (Outlander Background)
Medicine (Druid)
Nature (Druid)
Athletics (Outlander Background)
Survival (Outlander Background)
Armor
Light Armor (Druid)
Medium Armor (Druid)
Shields (Druid)
Medium Armor (Druid)
Shields (Druid)
Weapons
Longsword (Eladrin Elf)
Shortsword (Eladrin Elf)
Shortbow (Eladrin Elf)
Longbow (Eladrin Elf)
Clubs (Druid)
Daggers (Druid)
Darts (Druid)
Javelins (Druid)
Maces (Druid)
Quarterstaffs (Druid)
Scimitars (Druid)
Sickles (Druid)
Slings (Druid)
Spears (Druid)
Shortsword (Eladrin Elf)
Shortbow (Eladrin Elf)
Longbow (Eladrin Elf)
Clubs (Druid)
Daggers (Druid)
Darts (Druid)
Javelins (Druid)
Maces (Druid)
Quarterstaffs (Druid)
Scimitars (Druid)
Sickles (Druid)
Slings (Druid)
Spears (Druid)
Tools
Herbalism Kit (Druid)
Pan Flute (Outlander Background)
Pan Flute (Outlander Background)
Languages
Common (Eladrin Elf)
Elven (Eladrin Elf)
Sylvan (Outlander Background)
Druidic (Druid)
Elven (Eladrin Elf)
Sylvan (Outlander Background)
Druidic (Druid)
Proficiences
Spell Save DC
8 + 2 (Proficiency) + 2 (Wisdom Modifier)
Spell Attack Modifier
2 (Proficiency) + 2 (Wisdom Modifier)
Cantrip
Shillelagh
Druidcraft
Druidcraft
1st Level Spells
Faerie Fire
Healing Word
Ice Knife
Healing Word
Ice Knife
Spellcasting
Weapons
Sling (10 Stones)
Quarterstaff
Quarterstaff
Armor
Leather Armor
Backpack (Explorer Pack)
Druidic Focus
Bedroll
Mess kit
Tinderbox
10 torches
10 Days of rations
Waterskin
50 feet of hempen roll
Bedroll
Mess kit
Tinderbox
10 torches
10 Days of rations
Waterskin
50 feet of hempen roll
Outlander Background
A staff
A hunting trap
A trophy from an animal you killed
A set of traveler's clothes
A belt pouch containing 517 coins
A hunting trap
A trophy from an animal you killed
A set of traveler's clothes
A belt pouch containing 517 coins
Equipment
The Mad Man
Stat Array
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
3rd Level Fey Step Upgrade
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
Autumn
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter
When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring
When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer
Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Autumn
Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
Winter
When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring
When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
Summer
Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
Class/Racial Features & Traits
Appearance
Mentality
Personality
The major events and journals in Sol'r'enf'gan's history, from the beginning to today.
The list of amazing people following the adventures of Sol'r'enf'gan.



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