Bahadar

TheFlopMoonDrop

Info


Created
3 years, 3 months ago
Creator
TheFlopMoonDrop
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Name
Bahadar

Status
Beginning Campaign

Gender
Male

Pronouns
He/Him

Orientation
Unknown

Birthplace
Temple of Kelemvor

Residence
No Fixed Residence


Code
STR 12 +1
DEX 14 +2
CON 15 +2
INT 12 +1
WIS 13 +1
CHA 10 +0
BAHADAR

"This is a quote."

CLASS & LEVEL

Druid 5

RACE

Tiefling

BACKGROUND

Acolyte

ALIGNMENT

True Neutral

PLAYER NAME

MoonDrop

EXPERIENCE POINTS

info

"This is also a quote. This one looks better longer."

Bahadar is a character I had floating around shortly after I created my first DnD character

Figuring out Bahadar's backstory was difficult, as I was kind of just selecting whatever sounded neat when giving him traits in D&D Beyond, but the campaign he's currently a part of requires backstory, so I had to do a lot of research into the deities of D&D and speak with one of the DMs to get a good sense of direction with him, but I think he turned out well.

AGE

24

HEIGHT

6'0"

WEIGHT

140 lbs

EYES

Ultramine Blue

SKIN

Smokey Blue

HAIR

Navy Blue/Black

SKILL PROFICIENCIES

Acrobatics +2
Animal Handling +4
Arcana +1
Deception +0
History +1
Insight +4
Intimidation +0
Investigation +1
Medicine +4
Nature +1
Perception +1
Performance +0
Persuasion +1
Religion +4
Sleight of Hand +2
Stealth +2
Survival +1

EQUIPMENT PROFICIENCIES

Proficiency +0
Proficiency +0
Proficiency +0

SAVING THROWS

Strenght +1
Dexterity +2
Constitution +2
Intelligence +4
Wisdom +4
Charisma +0

LANGUAGES

Common
Druidic
Elvish
Gnomish
Infernal

MISC. PROFICIENCIES

Proficiency +0
Proficiency +0
Proficiency +0
HIT POINTS 38

TEMP. HP

+0

HIT DICE

0d0
INITIATIVE +2
AC 15
SPEED 30ft
DEATH SAVES
SUCCESS
FAILURE
PROF. BONUS +3
INSPIRATION 0
PASSIVE WIS. 11

TRAITS

I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. I see omens in every event and action. The gods try to speak to us, we just need to listen.

IDEALS

Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)

BONDS

I would die to recover an ancient relic of my faith that was lost long ago.

FLAWS

I put too much trust in those who wield power within my temple’s hierarchy.

FEATURES & TRAITS


DRUIDIC

Earned at Level 0

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

Earned at Level 0

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.


WILD SHAPE

Earned at Level 0

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.


DRUID CIRCLE

Earned at Level 2

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.


NATURAL RECOVERY

Earned at Level 2

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.


CIRCLE SPELLS

Earned at Level 3 and 5

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.


WILD SHAPE IMPROVEMENT

Earned at Level 4

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.


ABILITY SCORE IMPROVEMENT

Earned at Level 4

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

INVENTORY

CP 0
SP 0
EP 0
GP 15
PP 0

WEAPONS

SCIMITAR [ WORTH 25GP ]

Melee, reaches 5ft, 1d6+2, slashing damage, 3lbs, finesse, light

ARMOR & CLOTHING

LEATHER ARMOR [ WORTH 10GP ]

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

COMMON CLOTHES [ WORTH 0.5GP ]

This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

FOOD & AID

MESS KIT [ WORTH 0.2GP ]

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

RATIONS [ WORTH 0.2GP ]

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

MISC

MISC NAME [ WORTH 0GP ]

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TREASURES

TREASURE NAME [ WORTH 0GP ]

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COMBAT

ATTACKS

ATTACK/WEAPON
DAMAGE
HIT
NOTES
Scimitar
1d6+2
+5
Brief summary/notes can go here
Unarmed Strike
2
+4
Brief summary/notes can go here

SPELLCASTING

CASTING ABILITY N/A
SAVE DC 12
ATTACK BONUS +4

CANTRIPS

SLOTS TOTAL 4
PREPARED
SPELL NAME
SUMMARY
Control Flames
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube.
Guidance
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.
Mold Earth
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube.
Thaumaturgy
You manifest a minor wonder, a sign of supernatural power, within range.

LEVEL 1

SLOTS TOTAL 4
SLOTS SPENT 0
PREPARED
SPELL NAME
SUMMARY
Charm Person
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

LEVEL 2

SLOTS TOTAL 3
SLOTS SPENT 0
PREPARED
SPELL NAME
SUMMARY
Darkvision
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
Find Traps
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
Protection from Poison
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
Spider Climg
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Spike Growth
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.

LEVEL 3

SLOTS TOTAL 2
SLOTS SPENT 0
PREPARED
SPELL NAME
SUMMARY
Erupting Earth
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Lightning Bolt
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
Meld into Stone
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
Water Breathing
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

RELATIONSHIPS

GROUPS

Acolyte

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[ Ex-Worshipper ]

Bahadar was born in a religious commune that worshiped Kelemvor, god of the dead. He was raised as much by the leaders and members of the group as he was by his parents and found comfort in the support of his community. Bahadar was passionate in his religious studies and was chosen to go on missions with other members of his faith at an age much younger than typically allowed. He spent most of his teenage years travelling between towns and villages telling the stories of Kelemvor and becoming known amongst his peers as a passionate devotee.

Druid

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[ New Worshipper ]

Bahadar met a druid who worshiped the goddess of peace, Eldath. Already being a strong believer in the natural passage of death, Bahadar was more than intrigued by the methods Eldath’s worshippers took to avoid unnecessary death and how the goddess could prevent painful or premature deaths from sickness and madness through her powers. After weeks of speaking to the druid, a gnome named Ingoria, Bahadar was compelled to leave the church of Kelemvor and learn more about Eldath’s beliefs.

FRIENDS

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[ Mentor ]
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Ingoria is a gnome that introduced Bahadar to Eldath.

DYNAMIC

Ingoria plays the role of both mentor, and a parental role. There is a large feeling of respect that Bahadar has towards Ingoria as they are often serious, but like to play upon the dynamic by making jokes to remind him that they are on the same level of worth. Bahadar struggles with not putting Ingoria on a pedestal as he is used to in the Temple of Kelemvor.

CLOSENESS
INTIMACY
HONESTY
HUMOR
PLATONIC
ROMANTIC

HISTORY

Bahadar and Ingoria met in a village that hosts many travellers. Bahadar was with a group of other Kelemvor worshippers on a mission to convert travellers to their church. The two of them began speaking and Ingoria manages to turn it around and convinced Bahadar to learn more about the deity they worshipped, Eldath. Over the course of a few weeks, Bahadar's beliefs had completely changed and he asked if Ingoria could mentor him as a Druid. Fearing the backlash from Kelemvor worshippers, Bahadar left the village with Ingoria unannounced, abandoning his position in the church.

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FAMILY

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DYNAMIC

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CLOSENESS
INTIMACY
HONESTY
HUMOR

HISTORY

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ACQUAINTANCES

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DYNAMIC

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CLOSENESS
INTIMACY
HONESTY
HUMOR
PLATONIC
ROMANTIC

HISTORY

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ENEMIES

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DYNAMIC

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CLOSENESS
INTIMACY
HONESTY
HUMOR
PLATONIC
ROMANTIC

HISTORY

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur mi tellus, ornare sed tellus at, consectetur aliquam augue. Praesent ut metus ut enim luctus faucibus. Phasellus sed nisl sed mauris tempor pulvinar.

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This is a summary. Keep it short for best results. Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur mi tellus, ornare sed tellus at, consectetur aliquam augue. Praesent ut metus ut enim luctus faucibus. Phasellus sed nisl sed mauris tempor pulvinar.

HISTORY

PRE-HISTORY

TBA - Probably stuff about Kelemvor and Eldath

EARLY LIFE

TBA - Details about growing up in the Temple of Kelemvor.

ADOLESCENCE

TBA - Details about working for the Temple and the religious missions he went on. He meets Ingoria at this point.

ADULTHOOD

TBA - Bahadar beomes more devoted to Eldath.

PRESENT DAY

TBA - Travelling to a festival in Eldath's honour.