Sas
-
Character
- Features & Traits
- Feats & Spellcasting
- Class Description
- Subclass Description
- Background Description
- Personal & Family
- Backstory
- Other, Tattoos & Factions
-
Attacks & Gear
UPDATED
October 2, 2025
- working on TOC
See Also
- Work in Progress: Primer on Dierde
- Work in Progress: Atlas of Dierde
- Active Campaign: Wild Cards of Dierde
- Characters: Wild Card Characters (This Book)
- Homebrew: Stronghold Rules
- WIP: 2014 Races
- WIP: 2014 Classes
- 2014 All Spells, and Homebrew Allowed in Dierde
- 5E Magic Tattoos
Settlements
- Outding Refuge, Vyerith's Crown
- Skola Vale
- Forlione
- Sutley
- Rotham
- River's Keep
- New Haven
- Thornwinds
Characters
- Barlo
- Bastion
- Calliope
- Sas
- Shadow
Not related: Sace
Sas W.T. Rayce
Level 14 Druid | Circle of Spores
Alignment: Chaotic Good
Race: Tortle
Background: Hermit
| HP | Init | AC | Speed |
|---|---|---|---|
| 153 (14d8 + 4) | +1 | 17 (Natural) | 35 ft. |
| Stand Leap | Running Leap | Swim | Climb | Fly |
|---|---|---|---|---|
| 6 ft. | 12 ft. | 17 ft. | 17 ft. | 0 ft. |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 | 12 | 19 | 11 | 20 | 12 |
| +1 | +1 | +4 | +0 | +5 | +1 |
Saving Throws
| โ +1 | Strength | โ +5 | Intelligence |
| โ +1 | Dexterity | โ +10 | Wisdom |
| โ +4 | Constitution | โ 1 | Charisma |
Skills
| โ +1 | Acrobatics (D) | โ +10 | Medicine (W) |
| โ +10 | Animal Handl'n (W) | โ +5 | Nature (I) |
| โ +0 | Arcana (I) | โ +5 | Perception (W) |
| โ +1 | Athletics (S) | โ +1 | Performance (C) |
| โ +1 | Deception (C) | โ +1 | Persuasion (C) |
| โ 0 | History (I) | โ +5 | Religion (I) |
| โ +5 | Insight (W) | โ +1 | Sleight of Hand (D) |
| โ +1 | Intimidation (C) | โ +1 | Stealth (D) |
| โ 0 | Investigation (I) | โ +10 | Survival (W) |
Languages / Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapon: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
- Languages: Common, Aquan, Druidic, Elvish
- Cartographer's Tools
- Herbalism Kit
- Feats Mobile,
- Proficiency Bonus +5
- Passive Perception 15
Appearance
Tortle with brown skin and purple eyes.
Character Backstory
As a hermit she had a vision from Bast and was given an item and a mission.
Personality Traits
Traits: The leader of my community, Abbot Grok, had something wise to say on every topic, and I am eager to share that wisdom. I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideals: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bonds: Iโm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws: Now that Iโve returned to the world, I enjoy its delights a little too much.
Features and Traits
Tortle
- Ability Scores. Strength +2; Wisdom +1
- Size. Medium
- Speed. 30 ft.
The Tortle Package is considered part of Xanathar's Guide to Everything for Adventurers League character creation.
Age. Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Alignment. Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
Size. Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Aquan and Common.
Druid
Hit Points
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st
Proficiencies
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) a wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
Alternatively, you may start with 2d4 ร 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Source: PHB, page 64. Available in the SRD 5.1 and the Basic Rules (2014).
Tortle
โI caught a big fish.
Now I search for a good friend
To share my lunch with.โ
โ Tortle haiku
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Life of a Tortle. A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.
When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.
Beliefs. Tortles don't have their own pantheon of gods, but they often worship the gods of other races. It's not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selรปne, and Tymora. In the Greyhawk setting, they gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these "eyes" are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart. Tortles have a saying: "We wear our homes on our backs." The shells they carry around provide all the shelter they require. Consequently, tortles don't feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don't regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.
Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.
Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.
Tortle Names. Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn't like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life.
Tortles don't have surnames or family names.
- Male and Female Names: Baka, Damu, Gar, Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog
Feats
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Mark of the Adventurer Top of Left Foot)
- Granted the cantrip of Eldritch Blast
Eye of Darvision Head, Small Average Player Description: Your eyes become accustomed to total darkness. You can see into the darkest corners of the world.
- Once per long rest as an action, the wearer can gain the ability to see in the dark, and has darkvision out to a range of 60 feet for 8 hours. If the wearer already has darkvision, this increases the range of their darkvision by 60 feet, to a maximum of 120 feet.
- An Ornate version of this tattoo exists, which applies a permanent effect, instead of a temporary one.
- Type: Tattoo
Tattoo of Striding Leg, Medium Average Player Description: *A design of leaves or flowing wind spirals around your leg. *
- The wearer's walking speed is increased by 5 feet. This tattoo may be applied to the other leg for an additional +5 feet of movement.
- If made using three-dimensional ink, the tattoo instead increases movement speed by +10 feet.
๐ฎ Spellcasting
Sas is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She regains spell slots after finishing a long rest. She knows the following Druid spells:
Subclass
- Chill Touch
- Blindness Deafness
- Gentle Repose
- Animate Dead
- Gaseous Form
- Blight
- Confusion
- Cloudkill
- Contagion
Druid (19 spells)
- Cantrip: Shillelagh (5.5), Guidance, Infestation, Primal Savagery
- 1st Level (4): Goodberry, Healing Word, Detect Poison and Disease
- 2nd Level (3): Protection from Poison, Locate Object, Find Traps, Animal Messenger
- 3rd Level (3): Revivify, Protection from Energy, Aura of Vitality
- 4th Level (3): Blight
- 5th Level (2): Greater Restoration
- 6th Level (1): Heal
- 7th Level (1): Regenerate, Fire Storm, Symbol, Whirlwind
Mark of the Adventurer
- Cantrip: Eldritch Blast
Discovered/Other
- Decompose
- Eldritch Blast (Mark of the Adventurer)
- Darkvision (Tattoo) 1x day
2014 All Spells, and Homebrew Allowed in Dierde

Druid
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.
Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animalsโthe power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a worldโair, earth, fire, and waterโmust remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
Quick Build
You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
Sacred Plants and Wood
A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Druids and the Gods
Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenonโsun, moon, wind, fire, and the world itselfโhas a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations.
The following information is from Xanatharโs Guide to Everything, page 21.
โEven in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it.โ
โ Safhran, archdruid
Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.
Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.
โI've always liked druids, because they are made of natural ingredients. And I believe that everyone should have such a healthy diet.โ
โ Xanathar
Treasured Item
Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.
When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
Guiding Aspects
Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.
Mentors
It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.
If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
Learning Beast Shapes
The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.
When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level.
โIf I could turn into something else, I wouldn't. Because everything else is inferior to me.โ
โ Xanathar
These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.
The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).
Arctic
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Owl | Fly |
| 1/8 | Blood hawk | Fly |
| 1/4 | Giant owl | Fly |
| 1 | Brown bear | โ |
| 2 | Polar bear | Swim |
| 2 | Saber-toothed tiger | โ |
| 6 | Mammoth | โ |
Coast
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Crab | Swim |
| 0 | Eagle | Fly |
| 1/8 | Blood hawk | Fly |
| 1/8 | Giant crab | Swim |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Stirge | Fly |
| 1/4 | Giant lizard | โ |
| 1/4 | Giant wolf spider | โ |
| 1/4 | Pteranodon | Fly |
| 1 | Giant eagle | Fly |
| 1 | Giant toad | Swim |
| 2 | Plesiosaurus | Swim |
Desert
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Cat | โ |
| 0 | Hyena | โ |
| 0 | Jackal | โ |
| 0 | Scorpion | โ |
| 0 | Vulture | Fly |
| 1/8 | Camel | โ |
| 1/8 | Flying snake | Fly |
| 1/8 | Mule | โ |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Stirge | Fly |
| 1/4 | Constrictor snake | Swim |
| 1/4 | Giant lizard | โ |
| 1/4 | Giant poisonous snake | Swim |
| 1/4 | Giant wolf spider | โ |
| 1 | Giant hyena | โ |
| 1 | Giant spider | โ |
| 1 | Giant toad | Swim |
| 1 | Giant vulture | Fly |
| 1 | Lion | โ |
| 2 | Giant constrictor snake | Swim |
| 3 | Giant scorpion | โ |
Forest
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Baboon | โ |
| 0 | Badger | โ |
| 0 | Cat | โ |
| 0 | Deer | โ |
| 0 | Hyena | โ |
| 0 | Owl | Fly |
| 1/8 | Blood hawk | Fly |
| 1/8 | Flying snake | Fly |
| 1/8 | Giant rat | โ |
| 1/8 | Giant weasel | โ |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Mastiff | โ |
| 1/8 | Stirge | Fly |
| 1/4 | Boar | โ |
| 1/4 | Constrictor snake | Swim |
| 1/4 | Elk | โ |
| 1/4 | Giant badger | โ |
| 1/4 | Giant bat | Fly |
| 1/4 | Giant frog | Swim |
| 1/4 | Giant lizard | โ |
| 1/4 | Giant owl | Fly |
| 1/4 | Giant poisonous snake | Swim |
| 1/4 | Giant wolf spider | โ |
| 1/4 | Panther | โ |
| 1/4 | Wolf | โ |
| 1/2 | Ape | โ |
| 1/2 | Black bear | โ |
| 1/2 | Giant wasp | Fly |
| 1 | Brown bear | โ |
| 1 | Dire wolf | โ |
| 1 | Giant hyena | โ |
| 1 | Giant spider | โ |
| 1 | Giant toad | Swim |
| 1 | Tiger | โ |
| 2 | Giant boar | โ |
| 2 | Giant constrictor snake | Swim |
| 2 | Giant elk | โ |
Grassland
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Cat | โ |
| 0 | Deer | โ |
| 0 | Eagle | Fly |
| 0 | Goat | โ |
| 0 | Hyena | โ |
| 0 | Jackal | โ |
| 0 | Vulture | Fly |
| 1/8 | Blood hawk | Fly |
| 1/8 | Flying snake | Fly |
| 1/8 | Giant weasel | โ |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Stirge | Fly |
| 1/4 | Axe beak | โ |
| 1/4 | Boar | โ |
| 1/4 | Elk | โ |
| 1/4 | Giant poisonous snake | Swim |
| 1/4 | Giant wolf spider | โ |
| 1/4 | Panther (leopard) | โ |
| 1/4 | Pteranodon | Fly |
| 1/4 | Riding horse | โ |
| 1/4 | Wolf | โ |
| 1/2 | Giant goat | โ |
| 1/2 | Giant wasp | Fly |
| 1 | Giant eagle | Fly |
| 1 | Giant hyena | โ |
| 1 | Giant vulture | Fly |
| 1 | Lion | โ |
| 1 | Tiger | โ |
| 2 | Allosaurus | โ |
| 2 | Giant boar | โ |
| 2 | Giant elk | โ |
| 2 | Rhinoceros | โ |
| 3 | Ankylosaurus | โ |
| 4 | Elephant | โ |
| 5 | Triceratops | โ |
Hill
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Baboon | โ |
| 0 | Eagle | Fly |
| 0 | Goat | โ |
| 0 | Hyena | โ |
| 0 | Raven | Fly |
| 0 | Vulture | Fly |
| 1/8 | Blood hawk | Fly |
| 1/8 | Giant weasel | โ |
| 1/8 | Mastiff | โ |
| 1/8 | Mule | โ |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Stirge | Fly |
| 1/4 | Axe beak | โ |
| 1/4 | Boar | โ |
| 1/4 | Elk | โ |
| 1/4 | Giant owl | Fly |
| 1/4 | Giant wolf spider | โ |
| 1/4 | Panther (cougar) | โ |
| 1/4 | Wolf | โ |
| 1/2 | Giant goat | โ |
| 1 | Brown bear | โ |
| 1 | Dire wolf | โ |
| 1 | Giant eagle | Fly |
| 1 | Giant hyena | โ |
| 1 | Lion | โ |
| 2 | Giant boar | โ |
| 2 | Giant elk | โ |
Mountain
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Eagle | Fly |
| 0 | Goat | โ |
| 1/8 | Blood hawk | Fly |
| 1/8 | Stirge | Fly |
| 1/4 | Pteranodon | Fly |
| 1/2 | Giant goat | โ |
| 1 | Giant eagle | Fly |
| 1 | Lion | โ |
| 2 | Giant elk | โ |
| 2 | Saber-toothed tiger | โ |
Swamp
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Rat | โ |
| 0 | Raven | Fly |
| 1/8 | Giant rat | โ |
| 1/8 | Poisonous snake | Swim |
| 1/8 | Stirge | Fly |
| 1/4 | Constrictor snake | Swim |
| 1/4 | Giant frog | Swim |
| 1/4 | Giant lizard | โ |
| 1/4 | Giant poisonous snake | Swim |
| 1/2 | Crocodile | Swim |
| 1 | Giant spider | โ |
| 1 | Giant toad | Swim |
| 2 | Giant constrictor snake | Swim |
| 5 | Giant crocodile | Swim |
Underdark
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Giant fire beetle | โ |
| 1/8 | Giant rat | โ |
| 1/8 | Stirge | Fly |
| 1/4 | Giant bat | Fly |
| 1/4 | Giant centipede | โ |
| 1/4 | Giant lizard | โ |
| 1/4 | Giant poisonous snake | Swim |
| 1 | Giant spider | โ |
| 1 | Giant toad | Swim |
| 2 | Giant constrictor snake | Swim |
| 2 | Polar bear (cave bear) | Swim |
Underwater
| CR | Beast | Fly/Swim |
|---|---|---|
| 0 | Quipper | Swim |
| 1/4 | Constrictor snake | Swim |
| 1/2 | Giant sea horse | Swim |
| 1/2 | Reef shark | Swim |
| 1 | Giant octopus | Swim |
| 2 | Giant constrictor snake | Swim |
| 2 | Hunter shark | Swim |
| 2 | Plesiosaurus | Swim |
| 3 | Killer whale | Swim |
| 5 | Giant shark | Swim |
Druidic
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
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus
Spell attack modifier = Wisdom modifier + Proficiency Bonus
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
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 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.
Beast Shapes
| Level | Max. CR | Limitations | Example |
|---|---|---|---|
| 2nd | 1/4 | No flying or swimming speed | Wolf |
| 4th | 1/2 | No flying speed | Crocodile |
| 8th | 1 | โ | Giant eagle |
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.
Wild Companion
2nd-level druid optional feature
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Druid Circle
At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Wild Shape Improvement
At 4th level, your Wild Shape improves as shown on the Beast Shapes table.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Cantrip Versatility TCE p35
4th-level druid optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
Druid Circle feature
At 6th level, you gain a feature granted by your Druid Circle.
Wild Shape Improvement
At 8th level, your Wild Shape improves as shown on the Beast Shapes table.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Druid Circle feature
At 10th level, you gain a feature granted by your Druid Circle feature.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Druid Circle feature
At 14th level, you gain a feature granted by your Druid Circle feature.
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Circle of Spores TCE p36
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Circle Spells TCE p36
Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
Once you gain access to one of these spells, 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.
Circle of Spores Spells
| Druid Level | Circle Spells |
|---|---|
| 3rd | blindness/deafness, gentle repose |
| 5th | animate dead, gaseous form |
| 7th | blight, confusion |
| 9th | cloudkill, contagion |
Halo of Spores TCE p36
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity TCE p36
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Fungal Infestation TCE p36
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Spreading Spores TCE p36
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
Fungal Body TCE p36
At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Background
Hermit
- Skill Proficiencies: Medicine, Religion
- Tool Proficiencies: Herbalism kit
- Languages: One of your choice
- Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Feature: 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.
Specialty
What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.
Suggested Characteristics
Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.
Personal
Family
Parents
Siblings (Brothers)
The leader of my community, Abbot Grok is a part of the Golden Stag, an order of Druids who are about helping nature not be overrun by societies and other unnatural creations. She was advised to meet Caireall Donoghuei in the town of Neyer on the continent of Eushia to learn more on how to improve her "brown" thumb to a green thumb.
Family Father: Mysteriously taken away when she was very young.
Mother raised them all, she would often work with the Abbot.
Sisters: 1 (Neutral Good) Barbarian Merchant 2 (Neutral Evil) Paladin Merchant
Brothers: 3 (Lawful Neutral) Cleric Laborer 4 (Neutral) Cleric Farmer 5 (Lawful Evil) Rogue Sailor
Additional
*The vision... Your desire to better improve your connection with nature has been more on the brain than other things, and so you currently don't remember the full vision. You remember a large Cat "Goddess" who spoke to you. In this vision you remember she asked to find her lost lands, it would be in the desert that lost its name. You woke up and in your hands was the brass orb and in your mind the name "Bast" was being said.
Treasures
Trinket: A brass orb etched with strange runes
Learned to make: Potion of Animal Friendship Potion of Gaseous Form
Backstory
Birth: 7/18/5 kc (All 3 moons appeared to be full as the chaotic moon had a surprise eclipse through the night)
Sas was born on the continent of Oth'mar -- a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
SaS was in Kampos to meet with Abbot Grok's friend, Caireall and they told her that she needed to go to Neyer to find her as she was last known to be there.
There are 5 Siblings, and she is the youngest.
She was raised by a single mother. Your father was taken away when you were very young and you never fully found out why. Otherwise it was a modest family lifestyle as your mother raised the 6 tortles. It was a large house though which seems to have been part of the family for a long time. She had a few close friends and lived an ordinary childhood overall.
At some point she did feel a bit compelled to forsake her past and so she became a hermit. She regretted the move, but it took a long time of self reflection and thoughts of Grok's words to bring her back to society. While she contemplated her place and how she could be better with her connection to nature she did have some very startling thoughts come to her about an ancient society (* I will flesh this out more later).
It was Abbot Grok who led her to become a druid.
When she was young, very young, she scared her mother very bad. It was shortly after her father had been taken away and so her mom was very worried about something happening to her children. It wasn't Sas' fault though -- she just turned invisible for some reason. It lasted for about an hour, but during that time it is what also prompted her feeling to become a hermit. She felt that things would be fine, if not better, without her. It was a scary feeling and it still sometimes worries her.
Other
Marks & Tattoos
Tattoos
- Mark of the Adventurer (Top of Left Foot)
- Eye of Darkvision (Head, Small Average)
- Done by Tipsy
- Tattoo of Striding (Leg, Medium Average)
- Done by Hannah Lane
various spores and such have been growing on her
Factions & Connections
- Lord of Kampos to the Lady of Skola Vale
- Connection to Bast through her vision
- Connection to Paradox through her father & her Abbot
- Connection with Myconids
- The Abbot is a part of the Golden Stags
Attacks & Gear
| Name | Attack Bonus | Damage/Type |
|---|---|---|
| Claws | 6 | 1d4+1 Slashing |
| ๐ฎ Shillelagh (w/ Club +2, Poison 1d8, Crit 19/20 | 12 | 1d12+5 Bludgeo or Force + 1d8 Poison+ 2 Magic Bonus |
| Chill Touch *Circle | 10 | 3d8 Necrotic |
| Cure Wounds | - | 1d8+5 Healing |
| Healing Word | - | 1d4+5 Healing |
| Earth Tremor | DC18 | 1d6 Bludgeoning |
| Absorb Elements | - | 1d6 See text |
| Infestation | DC18 | 3d6 Poison |
| Call Lightning | DC18 | 3d10 Lightning |
| Blight | DC18 | 8d8 Necrotic |
| Ice Knife | DC18 | 1d10 Piercing + 2d6 Cold |
| Healing Spirit | - | 1d6 Healing |
| Cloudkill *Circle | DC18 | 5d8 Poison |
| Mass Cure Wounds | - | 3d8+5 Healing |
| Thunderwave | DC18 | 2d8 Thunder |
| Insect Plague | DC18 | 4d10 Piercing |
| Primal Savagery | 10 | 3d10 acid |
| Tidal Wave | DC18 | 4d8 Bludgeoning |
| Erupting Earth | DC18 | 3d12 Bludgeoning |
| Elemental Bane | DC18 | 2d6 Acid, cold, lightning, or thunder |
| Heat Metal | DC18 | 2d8 Fire |
| Wall of Fire | DC18 | 5d8 Fire |
| Heal | - | 70 Healing |
| ๐ฎ Club of Eberron +2, 1d8 Poison, Crit on 19/20 | 8 | 1d4+1 Bludgeon or Force + 1d8 Poison+ 2 Magic Bonus |
| Sunbeam | DC18 | 6d8 Radiant |
| Bones of the Earth | DC18 | 6d6 bludgeoning |
| Eldritch Blast | 10 | 1d10 Force |
| Wall of Thorns | DC18 | 7d8 Piercing |
| Fire Storm | DC18 | 7d10 Fire |
| Dust Devil | DC18 | 1d8 Bludgeoning |
| Whirlwind | DC18 | 10d6 Bludgeoning |
Gear
| Q | Item | Total Weight |
|---|---|---|
| 1 | Druidic Focus | 0.02 |
| 1 | ๐Backpack | 5 |
| 1 | Bedroll | 7 |
| 1 | Mess kit | 1 |
| 1 | Tinderbox | 1 |
| 2 | Torch | 1 |
| 4 | Rations | 2 |
| 1 | Waterskin | 5 |
| 1 | Hempen rope | 10 |
| 1 | A scroll case stuffed full of notes from your studies or prayers | 0.02 |
| 1 | Winter Blanket | 3 |
| 1 | Common clothes | 3 |
| 1 | Herbalism kit | 3 |
| 3 | A brass orb etched with strange runes | 0.01 |
| 1 | Component pouch | 2 |
| 1 | Club | 2 |
| 1 | Bloodstone (50 gp) | 0.0004 |
| 1 | ๐ฎ Ring of Cold Resistance | 0 |
| 1 | ๐ฎ ๐ Bag of Holding | 15 |
| 1 | ๐ฎ Club of Eberron +2, 1d8 Poison, Crit on 19/20 | 2 |
| 1 | ๐ฎ Boots of Elvenkind | 0.02 |
| 1 | ๐ฎ Treant Draught (Eldertwig) | 0.02 |
| 1 | ๐ฎ Amulet of Proof Against Detection [A] | 0 |
| 1 | ๐ฎ Amulet of Health [A] | 0.02 |
| 1 | ๐ฎ Ruby Weave Gem [A] | 5 |
| 4 | ๐ฎ Potion of Healing | 0.5 |
| 1 | Potion of Fire Breath | |
| 1 | strange black obsidian dagger | |
| 1 | Holy Water | |
| 1 | Prayer Wheel | |
| 3 | Emerald | |
| 1 | Black Saphire |
Bag of Holding (Sas)
| Q | Item | Total Weight |
|---|---|---|
| 1 | ๐ bag of diamond dust (50gp) | |
| 1 | ๐ bag of gems (~100gp) | 0.02 |
| 1 | ๐ฎAlchemy Jug | 0.02 |
| 1 | ๐ฎAmulet of Proof against Detection and Location | 0.02 |
| 1 | ๐ฎMagic 8 Ball | 0.02 |
| 2 | ๐ฎPotion of Superior Healing | 0.02 |
| 1 | ๐ฎChime of Opening (5 uses) | 0 |
| 4 | ๐ฎ Greater Healing Potion | 0.02 |
| 1 | ๐ฎImmovable Rod | 2 |
| 1 | ๐ฎ Potion of Diminution | 0.02 |
| 1 | ๐ฎPotion of Gaseous Form | 0 |
| 1 | ๐ฎ Ring of Free Action | 0.02 |
| 2 | ๐ฎ Potion of Supreme Healing | 0.02 |
| 1 | ๐ฎ Scroll of Expeditious Retreat | |
| 1 | ๐ฎ Scroll of Light | |
| 1 | ๐ฎ Scroll of Telescription | 0.0004 |
| 1 | Letter from Ursa | 0.0004 |
| 1 | Letter about Reggie | 0.0004 |
| 1 | ๐ Devil Men of the Deep, the Study of the Walking Piscine Killers (Mostly Read) | 2.5 |
| 1 | ๐ Jacoby's Journal (Little read, but lars Read) | 2.5 |
| 1 | ๐ Green Thumb, Gardening Book(not read) | 2.5 |
| 1 | ๐ Known Claims of the Far Realm | 5 |
| 1 | ๐ Necromantic Artes v.1 (Read by Bastion) | 5 |
| 1 | ๐ Rocks, Crystals, and Gemstones (Not Read) | 2 |
| 1 | ๐ Short History of Dwarves | 4 |
| 1 | ๐ Basic Carpentry for Complex Dungeons | 5 |
| 1 | ๐ amber 100gp | |
| 0 | ๐ amethyst 100gp | |
| 2 | ๐ azurite | 0.0004 |
| 1 | ๐ bloodstone (50gp) | 0.0004 |
| 1 | ๐ blue quartz | 0.0004 |
| 0 | ๐ carnelian (50gp) | 0.0004 |
| 2 | ๐ chalcedony (50gp) | 0.0004 |
| 2 | ๐ black stone oval | Chardyln |
| 2 | ๐ chrysoberyl 100gp | |
| 1 | ๐ chrysoprase (50gp) | 0.0004 |
| Q | Item | Total Weight |
|---|---|---|
| 1 | ๐ citrine (50gp) | 0.0004 |
| 2 | ๐ coral 100gp | |
| 7 | ๐ diamonds (50gp) | 0.0004 |
| 2 | ๐ agate | 0.0004 |
| 1 | ๐ golden locket | 0.02 |
| 2 | ๐ hematite | 0.0004 |
| 3 | ๐ jade 100gp | |
| 2 | ๐ jasper (50gp) | |
| 1 | ๐ jet 100gp | |
| 1 | ๐ lapis lazuli | |
| 1 | ๐ moonstone (50gp) | 0.0004 |
| 1 | ๐ onyx (50gp) | 0.0004 |
| 4 | ๐ pearl 100gp | |
| 1 | ๐ rhodochrosite | 0.0004 |
| 1 | ๐ star rose quartz (50gp) | 0.0004 |
| 1 | ๐ tiger eye | 0.0004 |
| 1 | bottle of honey | 0.2 |
| 1 | notched giant eagle claw | 0.02 |
| 1 | human bone necklace | 0.02 |
| 1 | pouch chewing tobacco | 0.02 |
| 1 | ๐ Spellbook of a Botanist | 5 |
| 1 | ๐ Journal of a Botanist | 5 |
| 1 | small mirror | |
| 1 | potion of growth | |
| 1 | brass key | |
| 1 | cloth gloves | |
| 1 | bottle of honey | |
| 1 | set of fine brushes (5gp) | |
| 1 | potion of climbing | |
| 1 | pieces of Solec's shell | |
| 1 | iron tea set | |
| 1 | oil of slipperiness | |
| 1 | harvesting kit | 30 |
| 1 | 1 Hemp Rope 50ft | |
| 1 | ring with AO signet | |
| 1 | burned book with Meklans handwriting | |
| 4 | ๐smoky quartz (10gp each) | |
| 11 | ๐15 onyx (10go each) | |
| 10 | ๐gems (10gp each) |
| Q | Item | Total Weight |
|---|---|---|
| 2 | Garnets 100g each | |
| 1 | blue crystal powder | |
| 1 | red crystal powder | |
| 1 | Glyph Stone | |
| 5 | adamantine ingot 1000gp/e | |
| 1 | Acid Sling ring | |
| 1 | Bracers of Celerity | |
| 1 | ๐alexandrite 500gp | |
| 2 | ๐blue spinel 500gp/e | |
| 1 | ๐aquamarine 500gp | |
| 5 | ๐black pearl 500gp/e | |
| 2 | ๐peridot 500gp/e |
Bag of Holding (Sas)
| Q | Item | Total Weight |
|---|---|---|
| 1 | ๐ bag of diamond dust (50gp) | |
| 1 | ๐ bag of gems (~100gp) | 0.02 |
| 1 | ๐ฎAlchemy Jug | 0.02 |
| 1 | ๐ฎAmulet of Proof against Detection and Location | 0.02 |
| 1 | ๐ฎMagic 8 Ball | 0.02 |
| 2 | ๐ฎPotion of Superior Healing | 0.02 |
| 1 | ๐ฎChime of Opening (5 uses) | 0 |
| 4 | ๐ฎ Greater Healing Potion | 0.02 |
| 1 | ๐ฎImmovable Rod | 2 |
| 1 | ๐ฎ Potion of Diminution | 0.02 |
| 1 | ๐ฎPotion of Gaseous Form | 0 |
| 1 | ๐ฎ Ring of Free Action | 0.02 |
| 2 | ๐ฎ Potion of Supreme Healing | 0.02 |
| 1 | ๐ฎ Scroll of Expeditious Retreat | |
| 1 | ๐ฎ Scroll of Light | |
| 1 | ๐ฎ Scroll of Telescription | 0.0004 |
| 1 | Letter from Ursa | 0.0004 |
| 1 | Letter about Reggie | 0.0004 |
| 1 | ๐ Devil Men of the Deep, the Study of the Walking Piscine Killers (Mostly Read) | 2.5 |
| 1 | ๐ Jacoby's Journal (Little read, but lars Read) | 2.5 |
| 1 | ๐ Green Thumb, Gardening Book(not read) | 2.5 |
| 1 | ๐ Known Claims of the Far Realm | 5 |
| 1 | ๐ Necromantic Artes v.1 (Read by Bastion) | 5 |
| 1 | ๐ Rocks, Crystals, and Gemstones (Not Read) | 2 |
| 1 | ๐ Short History of Dwarves | 4 |
| 1 | ๐ Basic Carpentry for Complex Dungeons | 5 |
| 1 | ๐ amber 100gp | |
| 0 | ๐ amethyst 100gp | |
| 2 | ๐ azurite | 0.0004 |
| 1 | ๐ bloodstone (50gp) | 0.0004 |
| 1 | ๐ blue quartz | 0.0004 |
| 0 | ๐ carnelian (50gp) | 0.0004 |
| 2 | ๐ chalcedony (50gp) | 0.0004 |
| 2 | ๐ black stone oval | Chardyln |
| 2 | ๐ chrysoberyl 100gp | |
| 1 | ๐ chrysoprase (50gp) | 0.0004 |
| Q | Item | Total Weight |
|---|---|---|
| 1 | ๐ citrine (50gp) | 0.0004 |
| 2 | ๐ coral 100gp | |
| 7 | ๐ diamonds (50gp) | 0.0004 |
| 2 | ๐ agate | 0.0004 |
| 1 | ๐ golden locket | 0.02 |
| 2 | ๐ hematite | 0.0004 |
| 3 | ๐ jade 100gp | |
| 2 | ๐ jasper (50gp) | |
| 1 | ๐ jet 100gp | |
| 1 | ๐ lapis lazuli | |
| 1 | ๐ moonstone (50gp) | 0.0004 |
| 1 | ๐ onyx (50gp) | 0.0004 |
| 4 | ๐ pearl 100gp | |
| 1 | ๐ rhodochrosite | 0.0004 |
| 1 | ๐ star rose quartz (50gp) | 0.0004 |
| 1 | ๐ tiger eye | 0.0004 |
| 1 | bottle of honey | 0.2 |
| 1 | notched giant eagle claw | 0.02 |
| 1 | human bone necklace | 0.02 |
| 1 | pouch chewing tobacco | 0.02 |
| 1 | ๐ Spellbook of a Botanist | 5 |
| 1 | ๐ Journal of a Botanist | 5 |
| 1 | small mirror | |
| 1 | potion of growth | |
| 1 | brass key | |
| 1 | cloth gloves | |
| 1 | bottle of honey | |
| 1 | set of fine brushes (5gp) | |
| 1 | potion of climbing | |
| 1 | pieces of Solec's shell | |
| 1 | iron tea set | |
| 1 | oil of slipperiness | |
| 1 | harvesting kit | 30 |
| 1 | 1 Hemp Rope 50ft | |
| 1 | ring with AO signet | |
| 1 | burned book with Meklans handwriting | |
| 4 | ๐smoky quartz (10gp each) | |
| 11 | ๐15 onyx (10go each) | |
| 10 | ๐gems (10gp each) |
| Q | Item | Total Weight |
|---|---|---|
| 2 | Garnets 100g each | |
| 1 | blue crystal powder | |
| 1 | red crystal powder | |
| 1 | Glyph Stone | |
| 5 | adamantine ingot 1000gp/e | |
| 1 | Acid Sling ring | |
| 1 | Bracers of Celerity | |
| 1 | ๐alexandrite 500gp | |
| 2 | ๐blue spinel 500gp/e | |
| 1 | ๐aquamarine 500gp | |
| 5 | ๐black pearl 500gp/e | |
| 2 | ๐peridot 500gp/e |
Calliope's Handy Haversack
| Q | Item | Total Weight |
|---|---|---|
| ๐ | ๐Large Central (8 cubic feet, 80 lbs.) ๐ | ๐ |
| ๐ | ๐Left Side (2 cubic feet, 20 lbs.)๐ | ๐ |
| ๐ | ๐Right Side (2 cubic feet, 20 lbs.)๐ | ๐ |
| 1 | ๐ A Guide to the Underdark by Drizzt Do'Urden (Mostly Read) | 2.5 |
| 1 | ๐ The Magic of Stone and the Souls of Mountains by Theoderus (Not Read) | 3 |
| 1 | ๐ Analysis of Divination Spell Extension into the Astral Plane by Yaphyll (Not Read) | 2.5 |
| 1 | ๐ This Ore That; Choosing your first Rock Golem by Safiya (Not read) | 2.5 |
| 1 | ๐ Making Friends; a History of Necromancy by Xzar (Not read) | 5.5 |
| 1 | ๐ The Monster Harvesterโs Handbook (Mostly read) | 5 |
| 1 | Art Objects (750gp) | |
| 1 | Art objects (750g) | |
| 1 | Art Objects (750 g) |
The Audacity
The Crew
Ship's Quartermaster/Ship's Bosun /Ship's Sailing Master
Ship's Crew (deckhand)
Ship's deckhand (Rigger, also Ship's Mage