Names: Torros Gnomes bliver givet mange navne igennem deres ungdom, og derfor har Torros også flere navne, (Boddynock, Eldon, Gimble, Jebeddo, Nafoodle, Sindri, Torros.) Clan Name: Nineten Nicknames: Stumbleduck Background: Sage
- Stumbleduck is a druidic sage, he tries to investigate and learn all the secrets of life, all the secrets that Raya put in the world.
Height: ~ 120 cm han er højere end en gennemsnits phb gnome Speed: 25 Ft Race: Rock Gnome Class: Druid
Sage
Torros Stumbleduck Ningel har gennem sit unge liv fundet stor glæde ved at opdage omverdenen, dette tog specielt form da han lærte den lokale visman at kende, han tog hurtigt I lære og lærte at bygge ting, og glæde sig ved at få mere viden fra bøger og fortællinger. Speciality: Researcher, inventor of odd gadgets Personality Trait: I am horribly, horribly awkward in social situations Ideal: No Limits: Nothing should fetter the infinite possibility inherent in all existence. Bond: I've been searching my whole life for the answer to a certain question.
- How do you communicate with a dead. (A specific dead, which remains have vanished) Flaw: I overlook obvious solutions in favor of complicated ones. Flaw: I can’t keep a secret to save my life, or anyone else’s.
Guden Raya:
Torros blev opdraget med at Raya skabte verdenen, så det ligger dybt ind i hans personlighed at selvfølgelig skal vi følge Raya.
Det Torros finder ved Raya's prædkner er strukturen og lærdommen, og det er grunden til at han er nysgerrig.
Raya har skabt hvad han nu kigger på med et formål, og med forskellige funktioner, og han bliver nødt til at kende dem alle sammen.
Attributes:
Total
Mod
Save
STR
10
DEX
8
-1
CON
16
+3
INT
17
+3
Prof
WIS
16
+3
Prof
CHA
8
-1
HP:
59
Proficiency Bonus:
+3
Attack (Spear):
Tohit:+3 Dam:1d6
AC:
With leather armor:10, (+2 with shield.)
Skill
Total
Attr
Proficiency
Acrobatics
-1
-1 (DEX)
Animal Handling
-1
-1 (CHA)
Arcana
+6
+3 (INT)
+3 (Sage)
Athletics
0
(STR)
Deception
-1
-1 (CHA)
History
+6
+3 (INT)
+3 (Sage)
Insight
+3
+3 (WIS)
Intimidation
-1
-1 (CHA)
Investigation
+6
+3 (INT)
+3 (Skilled)
Medicine
+6
+3 (WIS)
+3 (Story)
Nature
+6
+3 (INT)
+3 (Druid)
Perception
+6
+3 (WIS)
+3 (Druid)
Performance
-1
-1 (CHA)
Persuasion
-1
-1 (CHA)
Religion
+6
+3 (WIS)
+3 (Skilled)
Sleight of Hand
-1
-1 (DEX)
Stealth
-1
-1 (DEX)
Survival
+6
+3 (WIS)
+3 (Skilled)
Abilities:
Ritual Casting:You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spell Casting Focus:You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. Darkvision: Accustomed to life underground, 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. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Wildshape: You shape into a wild animal, and wild stuff happens, seriously, look in players handbook, tons of text.
Druid Circle: Druid of the Moon. Combat Wild-Shape:
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Circle Forms: You can use your Wild Shape to transform into a beast with a challenge rating as high as 2.
Tinker:
You have proficiency with artisan’s tools (tinker’s tools).
Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp).
The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy
Clockwork Toy
This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter
Fire Starter
The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box
Music Box
When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Equipment
Spear, Dam: 1d6 pierce, Weight: 3 lb., Qual: Thrown (range 20/60), versatile (1d8)
Wooden Shield, AC: +2 Weight: 6 lb.
Druidic focus
Leather, AC: 11 + Dex modifier, Weight: 10 lb.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
A bottle of black ink
a quill
a small knife
a letter from a dead colleague posing a question you have not yet been able to answer
a set of common clothes
a belt pouch containing 10 gp
58 GP as group gold
Proficiencies:
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit
Feat
Skilled: (Gain proficiency in 3 skills: Investigation, Religion, Survival)
Spell Sniper:
• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll. Shocking Grasp, Your spellcasting ability for this cantrip is Intelligence.
Spellcasting:
Druid Spells
Hokus Pokus/Day:
4/day Level 1 spells
3/day Level 2 spells
3/day Level 3 spells
1/day Level 4 spells
Save DC: 14
Druidcraft:
Cantrip
Produce Flame:
Cantrip
Guidance:
Cantrip
Shocking Grasp:
Wizard Cantrip (Uses INT)
Create/Destroy Water:
Level 1
Faerie Fire:
Level 1
Goodberry:
Level 1
Speak With Animals:
Level 1
Lesser Restoration:
Level 2
Moon beam:
Level 2
Spike growth:
Level 2
Call Lightning:
Level 3
Plant Growth:
Level 3
Polimorph:
Level 4
Icestorm:
Level 4
Known spells: WisdMod + Druid level Spell save DC = 8 + your proficiency bonus + WisMod Spell attack modifier = your proficiency bonus + WisMod
Can Druidcraft
Druidcraft
Transmutation - cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
Can Guidance
Guidance
Divination - cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. .
Can Produce Flame
Produce Flame
Conjuration - cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment.
The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.
Make a ranged spell attack. On a hit, the target takes 2d8 fire damage.
This spell’s damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).
Shocking Grasp
Shocking Grasp
Evocation - Wizard (Intellect) cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal.
On a hit,the target takes 2d8 lightning damage, and it can’t take reactions until the start of its next turn.
The spell’s damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).
1st Create or Destroy Water
Create or Destroy Water
1st-level - transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration: Instantaneous
You either create or destroy water.
- Create Water.
You create up to 10 gallons (38 litres) of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- Destroy Water.
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
1st Faerie Fire
Faerie Fire
1st-level - evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
1st Goodberry
Goodberry
1st-level - transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration.
A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
1st Speak With Animals
Speak with Animal's
1st-level - divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
You might be able to persuade a beast to perform a small favor for you, at the DM ’s discretion.
2nd Lesser Restoration
Lesser Restoration
2st-level - abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantanious
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2nd Moon Beam
Moon Beam
2st-level - Evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd.
2nd Spike Growth
Spike Growth
2st-level - Transmutation Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
3nd Call Lightning
Call Lightning
3rd-level - conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
3nd Plant Growth
Plant Growth
3rd-level - Transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
4th Polymorph
Polymorph
4th-level - Transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon) Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.
The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating).
The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form.
When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
4th Ice Storm
Ice Storm
4th-level - Evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end o f your next turn.
AtHigherLevels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.