Godra Tabris♛ (D&D)

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Profile


Class
Background
Level
Swamp Druid
Hermit
2
Race
Alignment
Exp. Points
Half-Elf
Chaotic Neutral
300


Godra Tabris

Age
Gender
Height
Weight
30
Female
5'4"
137lbs
Orientation
Horoscope
Archetype
Deity
Bisexual
Pisces • March 8th
Leader / Decision-Maker
Proficiency Bonus
+2
Passive Perception
13
Strength
Dexterity
8
- 1
13
+1
Athletics
- 1
Acrobatics
+1


Sleight of Hand
+1


Stealth
+1








Constitution
Intelligence
14
+2
10
+2


Arcana
0


History
0


Investigation
0


Nature
+2


Religion
+2
Wisdom
Charisma
16
+5
14
+2
Animal Handling
+5
Deception
+2
Insight
+5
Intimidation
+2
Medicine
+5
Performance
+2
Perception
+3
Persuasion
+2
Survival
+5


Other Proficiencies

Languages


Common
Elvish
Druidic
Draconic

Weapons
Simple Melee Weapons

Armor
Light Armor
Medium Armor
Nonmetal Shields

Tools
Herbalism Kit
Land Vehicles
Health
Temp Health
Hit Dice
17
+ 0
1d8
Armor Class
Speed
Initiative
12
30
+ 1
Weapon

Range
Damage
Quarterstaff+
+1
5ft
1d8+3 bludgeon
Broad Claw
+1
5ft
1d4-1 slashing
Dagger
+1
5ft
1d4-1 piercing








Spellcasting

Mending Cantrip


This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Produce Flame Cantrip
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shillelagh Cantrip
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Animal Friendship
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.

Detect Magic
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
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.

Goodberry
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Revivify
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Equipment

Weapons


Quarterstaff
Broad Claw
Dagger

Armor & Clothing
Leather Armor
Common Clothes

Miscellaneous
Wooden Staff
Scroll Case w/ Notes

Packs
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.

Herbalism Kit
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Trinkets & Treasures
A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking.
Money
GP
sP
Cp
5
18
37
Personality Traits


Thinking is for other people. I prefer action.


I’m oblivious to etiquette and social expectations.
Ideals

Free Thinking.


Inquiry and curiosity are the pillars of progress.
Bonds

I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.

Flaws

I harbor dark bloodthirsty thoughts that my isolation failed to quell.

Features & Traits

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.

Fey Ancestry
You have advantage on saving throws against being charmed and magic can’t put you to sleep.

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

Wild Shape
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 show n 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.
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.

Natural Recovery
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.

Discovery (+ Revivify)
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion.
Roleplaying Notes

Personality


Adventurous, Charming, Confident, Goal-Oriented, Imaginative, Persistent, and Sociable
Conceited, Dishonest, Impulsive, Quarrelsome, Unempathetic, and Vulgar

Habits
Revivifying Rats

Fears
Water, Dripping, Hair Touching
Relationship Notes

Draphyrel Voka     


My elven grandmother (from my mother's side) whom raised me from birth and taught me everything I know about Druidry. Upon returning from my enslavement, she banished me from her home. She was also know as "Baba Yaga" to the locals.

Jasha Tabris     
Lorem ipsum

Godiva Tabris     
Lorem ipsum

Sata Damar     
The Elf that I loved and that enslaved me. I killed all of his guards and let him live, swearing that if I ever saw his face again that he would meet a worse fate.

Ursula Shamanka     
My shaman friend who taught me the common tongue in return for fresh-hunt. She seems to know more than she lets on and that frustrates me.

Sveta     
My mabari whom I adore. She helped me find my way home after my enslavement and stuck around to help me hunt.