Brook Tallow, Druid of the Verdant Sigil
Brook Tallow
Small Halfling, Lightfoot Woodworker , Chaotic Good
Description
Brook Tallow is a member of the Verdant Sigil. They are a group of druids and fighters who fight for the preservation of nature and against tyranny in all its forms.
Ideals
Find and aid a demigod.
Bonds
Fulfill promise to deity. Brook is trying to save the god Vellenox before her divine realm is destroyed.
Flaws
Suffers blind faith.
Spell Attack Modifier +8
Spell Save DC 16
Cantrips Known: Mending, Poison Spray, Resistance, Shillelagh
2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person
3rd Level (3 slots): Call Lightning*, Plant Growth*, Conjure Animals, Meld into Stone
4th Level (3 slots): Divination*, Freedom Of Movement*, Dominate Beast, Blight
5th Level (2 slots): Commune With Nature*, Tree Stride*, Reincarnate, Antilife Shell
6th Level (1 slot): Sunbeam, Heal, Conjure Fey
Druid Class Features • Ritual Casting • Wild Shape (max. CR 1, twice betw. short or long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) • Nature's Ward (fey cannot charm; immune poison, disease) Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 16 Constitution saving throw or take 3d12 poison damage. (No damage if made save.)
Actions
Combat
18 ... Passive Perception
+2 ... Initiative Modifier
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d6+2 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Shillelagh Club. Melee Spell/Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+4 bludgeoning damage. (Cantrip effect on weapon lasts for 1 minute.)
Poison Spray Cantrip. Ranged Spell Attack: Target a creature within 10 ft. that you can see, it must succeed on a DC 16 Constitution saving throw or take 3d12 poison damage. (No damage if made save.)
Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, club, dagger, sling and 20 stones, set of common clothes, holy symbol: amulet, prayer book, 5 sticks of incense, vestments. (This load is about 40 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 6,758 gold pieces (gp 9 silver pieces (sp 2 copper pieces (cp 3 gems (worth 100 gp each)
Physical Description
General Physical Condition
ABILITY SCORES & ABILITIES
+3 proficiency bonus
Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws -1 ... Athletics Skill 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift Dexterity 15 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +2 ... Sleight of Hand Skill +2 ... Stealth Skill Constitution 15 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws Intelligence 10 +0 ... Intelligence Ability Checks +3 ... Intelligence Saving Throws * +0 ... Arcana Skill +3 ... History Skill * +0 ... Investigation Skill +3 ... Nature Skill * +0 ... Religion Skill Wisdom 19 +4 ... Wisdom Ability Checks +7 ... Wisdom Saving Throws * +4 ... Animal Handling Skill +4 ... Insight Skill +4 ... Medicine Skill +7 ... Perception Skill * +4 ... Survival Skill Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +1 ... Deception Skill +1 ... Intimidation Skill +1 ... Performance Skill +4 ... Persuasion Skill * COMBAT [PHB p. 189] 17 ... Passive Perception +2 ... Initiative Modifier Armor Class 15 ... Armor worn: leather armor, wooden shield 25 ft. Speed ... Base distance per move 59 hit points ... 8d8 Hit Dice Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+2 slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) Sling. Ranged Weapon Attack: +5 to hit. Hit: 1d4+2 bludgeoning damage. (Normal range to 30 ft.; disadvantage long range 31 to 120 ft.) FEATURES, TRAITS, SPECIAL ABILITIES Knight Background [PHB p. 136] • Feature: Retainers. • Traits: Gave up life as noble. Dedicated heart. • Ideal: My deity's will justifies all. • Bond: You're inspiring to others. • Flaw: Exploits knightly authority. Proficiencies & Languages • Proficiency Bonus: +3 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: gaming set (Dragonchess) • Saving Throws: Intelligence, Wisdom • Skills: History, Nature, Perception, Persuasion • Languages: Common, Halfling, Orc Stout Halfling Traits [PHB p. 26] • Age: 58 years old • Small Size (3' 0", 45 lbs.) • Brave (adv. fear saves) • Halfling Nimbleness (through occupied spaces) • Lucky (reroll 1s on d20s) • Stout Resilience (versus poison) Druid Class Features [PHB p. 65] • Ritual Casting • Wild Shape (max. CR 1, twice betw. short or long rests) • Natural Recovery (regain spell slots in short rest) • Land's Stride (move through plants, adv. on saves) No special notes. Spellcasting [PHB p. 201] Spell Attack Modifier +7 Spell Save DC 15 Cantrips Known: Druidcraft, Guidance, Mending Prepared Spells 1st Level (4 slots): Faerie Fire, Charm Person, Cure Wounds, Detect Magic, Animal Friendship 2nd Level (3 slots): Barkskin*, Spider Climb*, Hold Person, Lesser Restoration 3rd Level (3 slots): Call Lightning*, Plant Growth*, Dispel Magic, Conjure Animals 4th Level (2 slots): Divination*, Freedom Of Movement*, Dominate Beast, Blight, Grasping Vine EQUIPMENT & TREASURE Carried Gear (PHB, p. 143): leather armor (AC 11), shield (AC +2), scimitar, dagger, sling and 20 stones, set of fine clothes, noble house's or faith's banner, writ of service, a purse. (This load is about 40 lbs.; add 1 lb. per 50 coins carried.) Coins & Gems: 531 gold pieces (gp 36 silver pieces (sp
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