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Brook Tallow, Druid of the Verdant Sigil

Brook Tallow

Small Halfling, Lightfoot Woodworker , Chaotic Good

Armor Class 15
Hit Points 80
Speed 29ft

STR
8 -1
DEX
14 +2
CON
14 +2
INT
10 0
WIS
19 +4
CHA
13 +1

Saving Throws Intelligence +4, Wisdom +8
Skills Lightfoot Halfling Traits • Age: 44 years old   • Small Size (3' 3", 43 lbs.)   • Brave (adv. fear saves)   • Halfling Nimbleness (through occupied spaces)   • Lucky (reroll 1s on d20s) • Proficiency Bonus: +4 • Armor: light armor, medium armor, shields (nonmetal only) • Weapons: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear • Tools: none • Saving Throws: Intelligence, Wisdom • Skills: Insight, Nature, Perception, Religion • Languages: Common, Giant, Halfling, Celestial   • Naturally Stealthy (hide behind others)
Languages Common, Giant, Halfling, Dwarven, Elven


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.


At will: Spellcasting
Spell Attack Modifier +8
Spell Save DC 16
Cantrips Known: Mending, Poison Spray, Resistance, Shillelagh

1/day: 1st Level (4 slots): Detect Magic, Cure Wounds, Faerie Fire, Animal Friendship, Charm Person
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

Race: Stout Halfling Class & Level: Druid 8 (Circle of the Forest) Background: Knight Alignment: Chaotic Good
    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
Current Location
Species
Age
33
Children
Gender
Male
Eyes
Light Brown
Hair
Long Black curls
Skin Tone/Pigmentation
Tan and freckled
Height
3'3"
Weight
45

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