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Arius Bonesaw

Druid 2 Class & Level
Surgeon Background
Satyr Race
Chaotic Good Alignment

Strength 14
+2
Dexterity 14
+2
constitution 17
+3
intelligence 10
+0
wisdom 15
+2
charisma 14
+2
Total Hit Dice 1
Hit Die 1d8+3
2 proficiency bonus
12 Passive perception
2 Strength
2 Dexterity
3 Constitution
2 Intelligence
4 Wisdom
2 Charisma
saving throws
2 Acrobatics
2 Animal Handling
0 Arcana
2 Athletics
2 Deception
0 History
4 Insight
2 Intimidation
0 Investigation
4 Medicine
2 Nature
2 Perception
2 Performance
2 Persuasion
0 Religion
2 Sleight of Hands
2 Stealth
4 Survival
skills
16
AC
22
Hit Points
2
Initiative
30
Speed
Armor: Light armor, medium armor, shields (Non-metal).
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
Tools: Herbalism kit, Poisoner's kit, Painter's (Tattoo) Supplies.
Instruments: Aulos, lyre.
Languages: Common, Sylvan, Druidic.
Proficiencies
Scimitar 1d20+4 1d6+2 Slashing
Quarterstaff 1d20+4 1d6+2 1d8+2 Bludgeoning
Dagger 1d20+4 1d4+2 Piercing
Scimitar Attack: +4 1d20+4 1d6+2 Damage: [roll 1d6+2]
Quarterstaff Attack: +4 1d20+4 | 1d6+2 1d8+2 | Bludgeoning
Dagger | 1d20+4 | 1d4+2 | Piercing Attacks

Spellcasting
Wooden Shield, scimitar, studded leather armor, explorer's pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50ft of hemp rope), druidic focus, herbalism kit, medical kit (-1), book of medical lore, set of common clothes, 1 dagger, 1 staff. 1 Potion of healing, Spell Scroll of Control Water.
Equipment
I enjoy bringing nature to the cities, helping people reconnect with the world and old ways.

I try to be serious and stoic, but my impish satyr nature often comes through despite my best efforts. Especially if I've drank alcohol.
Personality Traits
I must make a mark on the world for the Satyrs, by being the best healer and surgeon I can be. I hope to break down the stereotypes surrounding my people, and find homes for the others.
Ideals
Its my responsibility to take care of my patients. While someone injured is in my care, I will do nearly anything to protect them.
Bonds
Despite my best efforts, I can't resist the draw of alcohol if its offered to me.

I get very angry and spiteful if someone assumes I am merely some drunken mad creature. It sometimes leads to poor decisions.
Flaws
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.

Musical Training: You are proficient in 2 instruments of your choice.

Exotic Body: Normal articles don’t fit you, and your people do not clothe or armor themselves. Any garments you wish to wear must be custom-made with a material cost equal to the base item plus 50%. This does not include any service fee a craftsman may charge you.

Sacred Revels: Your divine parentage enables you to continue in revels and dances long past when others would tire. You have advantage on saving throws against alcohol, narcotics, and poisons. Additionally, once per long rest, you may reduce your level of exhaustion by 1 while you participate in festivities, even if you are the only one reveling

Horns: You have grown a pair of horns that naturally function as a 1d4 weapon which you are proficient in. Strength is the ability for their use.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Doctor’s Perks: With this feature, you may go into any town or city and maintain a of living at par with all others. In addition, you may openly purchase poisons without suspicion as part of their duties to the surgeon’s guild.

GAIA'S PROTECTION: At 2nd level, druids of the circle of leaves gain limited control over plants and vegetation around them. As an action, you may cause the vegetable matter in a 15 foot radius around a point you can see to swell with vegetable growth. Any creatures in this area must make a Wisdom saving throw to notice the growing vegetation before it ensnares them; on a failure, the targets are grappled and restrained.
Creatures caught in this way may make a Strength saving throw at the beginning of each of their turns to break free. Fire damage equal to twice your level also frees any restrained creatures in the growth.
On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 feet in a single direction. The creature may make a Dexterity save to attempt to resist this movement. If the movement would take the creature out of the range of the vegetation growth, the creature is hurled the remaining distance and is no longer restrained or grappled. After you have used this ability, you may not use it again until you have completed a long rest.
Features & Traits

Created by

CommanderFofo.

Statblock Type

Character Sheet (2018)

Link/Embed