Smok Tuwin Character in Verum | World Anvil

Smok Tuwin

Children

Smok Elatis Tuwin

Satyr - Dragon Horns Race
The Rift - Gla'ton Origin
Druid (Water Planeswalker) 10 Class & Level
CG Alignment
Lorn Deity
Last Grove Faction
Ambassador Rank/Position
9 Loyalty
Company

Strength 10
+0
Dexterity 10
+0
constitution 12
+1
intelligence 11
+0
wisdom 23
+6
charisma 14
+2
Total Hit Dice 7
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+0 Dexterity
+1 Constitution
+4 Intelligence
+10 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+6 Animal Handling
+0 Arcana
+0 Athletics
+2 Deception
+0 History
+10 Insight
+2 Intimidation
+0 Investigation
+10 Martial
+10 Medicine
+4 Nature
+10 Perception
+2 Performance
+2 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+10 Survival
skills

 
52
MV
2
Prestige
2
Attunement Slots
17
Armor Class
58
Hit Points
+0
Initiative
30
Speed
Attacks
Medicine
Nature
Insight
Perception
Survival
Martial
Cannot use/learn Persuasion (Gla'ton Background)
Light Armor
Medium Armor
Shields
Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Herbalism Kit
Carpenter's Tools
Smith's Tools
Proficiences
Cantrips:
Frostbite
Magic Pebble
Guidance
Spellcasting
Blueprint - Zeigfried's Charge (Currently in crafting)

879GP
16 doses of Dark Dank Weed
Wooden Shield
Scimitar
Leather Armor
Explorer's Pack
Druidic Focus
Scroll case stuffed with notes
Winter Blanket
A set of common clothes
Herbalism Kit
Hourglass
Bullseye Lantern
Mantel of Seasons
1 Antitoxin
1 Acid Vial
Potion of Waterbreathing
1x Bandolier
1x Masterwork Bandolier
Scale Mail
10 Oil Flask
37x Crafting Token
1x Longbow
9 Arrows
A literal tree branch
A simple pipe made of wood from Alaheim.
The Tales of Captain Alabaster Black (book)
Self Playing Instrument. Common. This instrument can be commanded to play average quality music on it’s own accord.
Sleigh
Decent Sized Blue and Silver Ornament
Christmas themed socks and gloves

Totem of Petrified Kelp (Attuned)
Druidic Focus - Totem - Major Rare (3000GP) - Class Attunement (Druid)

"A wooden Totem carved in the shape of a Kraken. It has been wrapped in dried Kelp that still seems slippery to the touch."

Call to the Deep - Once per Long Rest you can cast the spell Find Steed: Giant Sea Horse. This ability is only usable within range of a body of water deep enough for a Large creature. For 6 hours, you summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed. A Giant Sea Horse appears in an unoccupied space within the water. The Giant Sea Horse has the statistics of its natural form, though it is a fey.
The Giant Sea Horse serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. After 6 hours or when the Giant Sea Horse drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your Giant Sea Horse at any time as an action, causing it to disappear. In either case, casting this spell again summons the same Giant Sea Horse, restored to its hit point maximum. While your Giant Sea Horse is within 1 mile of you, you can communicate with it telepathically.
As an action, you can release the Giant Sea Horse from its bond at any time, causing it to disappear.

Charged Bites & Claws - Creatures summoned by Conjure Animals deal Lightning damage instead of physical when making melee attacks.

The Shape of Water - Once per week while attuned to this item you are able to Wild Shape into a form 1 CR higher than your current limit. The form selected must have a Swim Speed. This ability recharges at Dawn on Monday. Once you use this ability you cannot unattune from the Totem of Petrified Kelp until it recharges.

[This item is Glorybound]

Nature's Protector (Attuned)
+1 Breastplate Very Rare (4,000gp) - Attunement

The Breastplate has the symbol of the Last Grove on the chest. The metal is cold to the touch indicative of the enchantment within.

Your Wisdom score increases by 3, up to a maximum equal to your ability score cap.

You have resistance to Force damage.

Winter’s Fury. As an action, release a blast of energy from the armor. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in 100ft. line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 8d6 Cold in a 100ft. line, or half damage if they succeed. This ability has one charge, regain all charges on a short or long rest.

Withdrawn for Roots (To be distributed later)
100 gp Diamond Dust
18 Healing Pot
2 Antitoxin
3 Superior Healing Potion
12 Greater Healing Potion
1 Scroll of Polymorph
4 Longstrider Scroll
3 Potion of Invulnerability

Equipment
Last Grove
Faction
Druidic
Common
Sylvan
Circle of the Shepherd

Aquatic adept: If you do not have a swim speed, you gain a 30 ft swim speed. If you already possess a swim speed, increase it by 15. You may cast water breathing once per day as an action, without expending a spell slot.

Watery Grasp: When you make an attack or hard cast a spell that deals cold damage to any targets, you may choose a number such targets up to your proficiency modifier. The affected targets must make a constitution saving throw, or lose their reaction until the start of your next turn. You may use this three times per long rest.
Class/Racial Features & Traits