Mackenzie Kishii ([AU] Mac Kalamann (D&D AU))

Lonestarcelt

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Created
5 years, 8 months ago
Creator
Lonestarcelt
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Profile


Mac Kalamann





Gnome (Forest Gnome)

Race
Small

Size
4'/122cm

Height
82lbs/37Kg

Weight
Druid (5) Circle Of The Moon

Class & Level
25

Age
Cis Female

Gender
Lawful Neutral

Alignment








Strength
13(+1)








Dexterity
11








Constitution
14(+2)








Intelligence
13(+1)








Wisdom
15(+2)








Charisma
9(-1)








  • +1 Strength
  • Dexterity 
  • +2 Constitution
  • +4 Intelligence 
  • +5 Wisdom
  • -1 Charisma 
Saving Throws








0
Initiative








  25 ft.


Speed








Level
5
Used
5
Die
d8 + 0
Hit Dice








XX
Attacks per Action








  • Acrobatics
  • +2 Animal Handling
  • +1 Arcana
  • +1 Athletics
  • -1 Deception
  • +1 History
  • +2 Insight
  • -1 Intimidation
  • +1 Investigation
  • +5 Medicine
  • +1Nature
  • +5 Perception
  • -1 Performance
  • -1  Persuasion
  • +4 Religion
  • 0Sleight of Hand
  • Stealth
  • +5 Survival








Armor Class
11








Proficiency Bonus
+3








Maximum Hit Points
38








Current Hit Points
38








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Scimitar
Melee (5ft)
+4
1d6 + 1
Slashing
Melee Weapon (Martial)
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Sling
Ranged 30/120 ft.
+3
1d4
Bludgeoning
Ranged Weapon (Simple) 
Description
Attacks








  • Languages: Gnomish, Common, Druidic, Elvish, Giant

  • Wild Shape: You can transform into a beast you have seen with CR 1/2 and no flying speed (lasts 2 hours, use twice/rest).

  • Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

  • Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape. You can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

  • Discovery: 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. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

  • Druidic: You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.

  • Gnome Cunning: Advantage on INT, WIS, and CHA saves against magic.

  • Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

  • Thousand Forms: By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.
Features








  • Personality Traits:

    I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.

    I feel tremendous empathy for all who suffer.

  • Ideals:

    Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)

  • Bonds:

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

  • Flaws:

    I like keeping secrets and won’t share them with anyone.
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15




Passive Wisdom (Perception)
Tool Proficiencies: Herbalism Kit (+3)

Weapon Proficiencies Dagger, Sickle, Spear, Mace, Quarterstaff, Sling, Javelin, Club, Scimitar, Dart

Armor Proficiencies: light, medium, shields

Dark-Vision: 60ft






Senses








- Mac was once a member of a Gnome noble family, however, due to some arbitrary and obscure older laws her family we're the inheritors of her grandfather's title and instead that went towards her father's brother. Since then Mac's parents turned to living a humble life with Mac taking it one step further and going to live among nature due to her problems with people. 

- While Mac has issues with crowds and small spaces filled to the brim with people it isn't out of malice. Instead she is just incredibly anxious in those circumstances and would prefer to get back to the peace and quiet of nature as soon as possible and through whatever means. 

-Mac is a avid scavenger and recycler, often taking whatever she finds left behind from old bed rolls to old armor and weapons and finding some place to repurpose them in a way that does more help than if she were to simply take it for herself. For example if she found some old breast plate she'd rather hammer and shape it until it could serve as a make-shift bird's nest than wear it herself.  Although she will occasional take and use things if she can't find a better use for it in the moment. 


Magic Items:

Lantern of Revealing: While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.


Notes





Inventory

Clothes, common15 sp, 3 lb.
Waterskin12 sp, 5 lb. (full)
Herbalism Kit1
Case, map or scroll11 gp, 1 lb.
Bedroll11 gp, 7 lb.
Rations (1 day)105 sp, 2 lb.
Rope, hempen11 gp, 10 lb.
Tinderbox15 sp, 1 lb.
Mess kit12 sp, 1 lb.
Blanket15 sp, 3 lb.
Backpack12 gp, 5 lb.
Totem11 gp, —
Torch101 cp, 1 lb.
Explorer's Pack
1

Spell List

xxx