Riko
Fairyofthemoon
Profile
Basic Information
Name | Riko Wintih |
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Race | Shifter [Swiftstride] |
Gender | Female |
Age | 17 |
Height | 5'1" |
Weight | 120lb |
Eyes | Green |
Hair | Copper |
Skin | Warm |
Level | 3 |
Class | Druid |
Circle | Stars |
Alignment | Neutral Good |
![placeholder image](https://media.discordapp.net/attachments/775144820086669312/960030042409291776/Placeholder.png)
Strength |
12 |
Dexterity | 15 |
Constitution |
14 |
Intelligence | 10 |
Wisdom | 15 |
Charisma | 10 |
History
Pre-Game | Riko had stumbled into the Feywild as a child while playing a game with her sister Lucy within the forest they lived in. She had become completely lost until she was taken in by a kind Fey who taught her about the Feywild and about how to treat nature. This is when she decided to become a druid. Eventually Riko had returned back to the forest she was born in, meeting up with her sister, who now swore to never leave her side again. The Feywild is still on Riko's mind constantly and hoped to go back to it to show her sister how wonderful it is. |
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Wild Beyond the Witchlight | In Progress |
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Personality
✿ Wherever I go, I try to bring a little of warmth and tranquility of home with me.
✿ Like a nomad, I can’t settle down in one place for very long.
Ideals
✿ Wanderlust. I prefer to take the less traveled path.
Bonds
✿ I find magic in all forms compelling. The more magical the place, the more I’m drawn to it.
Flaws
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![placeholder image](https://f2.toyhou.se/file/f2-toyhou-se/images/35185836_JxgysZ6JFJ2b5B5.jpg)
Shortbow
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Two-Handed
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Equip Type: Range Weapon
Damage: 1d6 Piercing
Handaxe
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Equip Type: Melee Weapon
Damage: 1d6 Slashing
Star Map
Equip Type: Chart
Druidic Focus
Equip Type: Spellcasting Focus
Panflute
Equip Type: Instrument
Feywild Trinkets
- Gossamer Shawl that glows faintly in the moonlight.
- Vial of viscous liquid labeled "Fomorian spit. Do not drink!"
- Pouch of seeds that smell like home.
Equip Type: Adventuring Gear
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![placeholder image](https://f2.toyhou.se/file/f2-toyhou-se/images/41706981_Ju2RaJG8Fxl70AP.png?1636405446)
Guidance
Spell Type: Divination Cantrip
Roll Type: N/A
Duration: Con, up to a minute
Thorn Whip
Spell Type: Transmutation Cantrip
Roll Type: 1d6 piercing
Duration:Instantaneous
Speak with Animals
Spell Type: 1st lvl Divination[Ritual]
Roll Type: N/A
Duration: 10 Minutes
Cure Wounds
Spell Type: 1st lvl Evocation
Roll Type: 1d8+Spell Mod
Duration: Instantaneous
Detect Magic
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Spell Type:1st lvl Divination[Ritual]
Roll Type: N/A
Duration Con, up to 10 Minutes
Ice Knife
Spell Type: 1st lvl Conjuration
Roll Type: 1d10 piercing; 2d6 cold
Duration: Instantaneous
Lesser Restoration
Spell Type: 2nd lvl Abjuration
Roll Type: N/A
Duration: Instantaneous
Wild Shape
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Spell Type:Druid
Roll Type: N/A
Duration:1 Hour
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![placeholder image](https://media.discordapp.net/attachments/775144820086669312/960030042409291776/Placeholder.png)
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