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De'on Hetello

Tortle Race
Khao - Jungle Forager Origin
Druid 1 Class & Level
Neutral Good Alignment
Silloway Deity
Faction
Rank/Position
Loyalty
Company

Strength 17
+3
Dexterity 11
+0
constitution 14
+2
intelligence 11
+0
wisdom 17
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+5 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 

MV
0
Prestige
1
Attunement Slots
19
Armor Class
10
Hit Points
+0
Initiative
30
Speed
Claws 1d20+5 1d4+3
Cure Wounds 1d8+3
Javelin 1d20+5 1d6+3
Primal Savagery 1d20+5 1d10
Thorn Whip 1d20+5 1d6
Attacks
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Insight, Medicine, and Survival.
Proficiences
Cantrips
  • Primal Savagery
  • Thorn Whip

  • Level 1
  • Cure Wounds
  • Entangle
  • Spellcasting
    Wooden shield
    Javelin
    Leather armor
    Explorer's pack - 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.
    Druidic focus - Mask of Silloway
    Equipment
    The Mad Man
    Stat Array
    Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.

    Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

    Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

    Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

    Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

    Languages. Aquan, Druidic, and Common

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

    Forager - When you use a healing kit to stabilize a creature, you restore 1d4 hit points to that creature. If you use the action from the Healer feat, you heal the target for an additional 1d10 hit points. You gain proficiency in the Medicine skill, and with Alchemist's Supplies.
    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

    ccmcca02.

    Statblock Type

    Verum Character Sheet

    Link/Embed