Remove these ads. Join the Worldbuilders Guild

Khonk

Kobold Race
Jungle Khao/Tracker Origin
Druid 1 Class & Level
Neutral Good Alignment
Silloway Deity
The Last Grove Faction
Member Rank/Position
0 Loyalty
Company

Strength 8
-1
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+3 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
+1 Athletics
+0 Deception
+0 History
+3 Insight
+0 Intimidation
+0 Investigation
+5 Martial
+3 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills

 
0
MV

Prestige
1
Attunement Slots
16
Armor Class
10
Hit Points
+0
Initiative

Speed
Scimitar 1d20+5 1d6+3 slashing
Attacks
Druid 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

Saving Throws: Intelligence, Wisdom

Skills: Martial, Perception


Silloway Lipservice: Skill Proficiency – Athletics

Tracker:

Whether it be hidden in the cloud-lands or within the jungles below, you are adept at finding your pray. You gain Skill Prof – Survival The wilds of the sky and the jungle have taught you not to fear heights. You have resistance to falling damage and suffer no damage from falls of 30ft or less.


Whether of sky or jungle all Khaons possess inquisitive and curious minds, which give them a natural aptitude for alchemy and the science therein. As such whether repairing alchemical engines of airships or a medical paste from the right flowers in the jungle, you gain Skill Prof – Nature.


The Mad Man: 10str / 15dex / 14con / 11int / 15wis / 11cha

Jungle – Jungle born Khaons have learned that instinct is the key to life. You gain a +1 to Wisdom.

Kobold: Ability Score Increase Dex +2; Str -2

Last Grove

Nature's Blessing: Skill proficiency of their choice [Stealth]
Proficiences
Spell DCs: 13 | Spell Attack: +5


Cantrips

Create Bonfire, Druidcraft

1st Grade Spells Prepared

Animal Friendship, Cure Wounds, Healing Word, Ice Knife
Spellcasting
Coinage: Total: 15gp | pp 0; gp 15; sp 0; cp 0

Arms and Armor

Leather Armor

Scimitar

Wooden Shield


General Gear

A scroll case stuffed full of notes from your studies or prayers

a winter blanket

a set of common clothes

an Herbalism Kit

explorer’s pack

druidic focus
Equipment
The Last Grove
Faction
The Mad Man
Stat Array
Darkvision. 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.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

---

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.


Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Satheyo.

Statblock Type

Verum Character Sheet

Link/Embed