"Oh sprigglefruits, I just love an adventure! The world is so big, and everythi- OOOOOoooooo shiny! Yuuka like shiny!"
Alignment: Chaotic Good
Class: LVL 1 Druid (+15 EXP)
Deity: Eldath, goddess of peace
Alignment: Neutral Good
Domains: Life, Nature
Symbol: Waterfall plunging into still pool
Dogma: Pacifism – Only resorting to violence in defense of oneself, your friends or loved ones, or in the defense of pools and groves.
Alignment: Neutral Good
Domains: Life, Nature
Symbol: Waterfall plunging into still pool
Dogma: Pacifism – Only resorting to violence in defense of oneself, your friends or loved ones, or in the defense of pools and groves.
Race: Forest Gnome
Originated from: Illiares
Age: 23
Size: Small (2'11'') (88.9cm)
Weight: 38lbs (17kg)
HP: 8 + CON mod
AC: 11 + DEX mod (+2AC if wielding shield)
- 8 Strength (-1 mod)
- 12 Dexterity (+1 mod)
- 14 Constitution (+2 mod)
- 12 Intelligence (+1 mod)
- 16 Wisdom (+3 mod)
- 13 Charisma (+1 mod)
Speed. Your base walking speed is 25 feet. (So speed = 5 squares)
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Subrace: Forest Gnome
Ability Score Increase. Your Dexterity score increases by 1.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
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.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
- Additional Languages gained by Class & Background
- 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.
- Elvish (You know Elvish. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires
Subrace: Forest Gnome
Ability Score Increase. Your Dexterity score increases by 1.
Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
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.
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 two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Weapons: Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Yuuka's Chosen Skills: Survival, Perception
Background Skills: Medicine, Religion
The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Yuuka's Equipment:
Armor Class: +2
Weight: 6 lb
Don/Doff: 1 action
Damage: 1d6 bludgeoning (1d8)
Weapon type: Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Armor Class: 11 + Dex modifier
Weight: 10 lb
Don/Doff: 1 minute
Weight: 10 lb
Don/Doff: 1 minute
A yew wand made from a living wood.
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.
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.
Other Items: a set of small-sized common clothes, a small winter blanket, a scroll case stuffed full of notes from Yuuka's studies and prayers (7 sprigs of mistletoe) (7 shamrock leaves)
Spells
Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
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.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Cantrips
Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a sham rock leaf, and a club or quarterstaff)
Duration: 1 minute
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.
Racial Cantrip:
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream . It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
- First Level Druid Spells
Goodberry
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
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.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Cantrips
Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harm less sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harm less sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Shillelagh
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a sham rock leaf, and a club or quarterstaff)
Duration: 1 minute
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.
Racial Cantrip:
Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream . It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (Elvish)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit
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 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.
I went to live in an old place of my Goddie, so I could get the moss and slimy gunk off the place for a couple of years. Why? I'unno, my Goddie told me to in a vision.
I don't understand why people think it's weird to trim my toe nails at the dinner table, or why they give me funny looks when I don't give the people in the fancy looking clothing a bow or curtsy. They're just people too, like Yuuka!
Yuuka thinks if you truly know yourself, you'll be able to live the rest of your days out hunkydoory! But I think my Goddie tells me that I have a long way to go.
When I had the vision from my Goddie, I think there was more to do, but Yuuka did everything she could! I will figure out what my Goddie wants one day.
Fine, sometimes Yuuka gets alittle carried away, but there's so much to know and see! I don't think it's a bad thing, no matter what the others tell me.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice (Elvish)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit
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 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.
- 7 I was the caretaker of an ancient ruin or relic.
I went to live in an old place of my Goddie, so I could get the moss and slimy gunk off the place for a couple of years. Why? I'unno, my Goddie told me to in a vision.
- 5 I am oblivious to etiquette and social expectations.
I don't understand why people think it's weird to trim my toe nails at the dinner table, or why they give me funny looks when I don't give the people in the fancy looking clothing a bow or curtsy. They're just people too, like Yuuka!
- 6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Alignment: Any)
Yuuka thinks if you truly know yourself, you'll be able to live the rest of your days out hunkydoory! But I think my Goddie tells me that I have a long way to go.
- 3 I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
When I had the vision from my Goddie, I think there was more to do, but Yuuka did everything she could! I will figure out what my Goddie wants one day.
- 5 I’d risk too much to uncover a lost bit of knowledge.
Fine, sometimes Yuuka gets alittle carried away, but there's so much to know and see! I don't think it's a bad thing, no matter what the others tell me.
Additional Information:
Yuuka's Pet: Because of her racial Speak with Small Beasts, Yuuka has long since befriended a tiny bat that she has named Laylee. Laylee typically clings to Yuuka's shoulder and eats berries and other food that Yuuka provides.
Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
- Str 2 (-4)
- Dex 15 (+2)
- Con 8 (-1)
- Int 2 (-4)
- Wis 12 (+1)
- Cha 4 (-3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. While it can’t hear, the bat has no blindsight.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Yuuka's Religion: Yuuka calls her Goddess, Eldath, her "Goddie". She is devote to Eldath in her own weird way, and is of no proper church or sect for Eldath. Eldath sent Yuuka a vision of one of her ancient ruins, located is in a remote and secluded part of the Silent Forest, and told Yuuka to go there, and off Yuuka went to live until only recently leaving it. Eldath is a minor Goddess under the God of Nature, Silvanus.
TL;DR:
Yuuka Nymforggle
Alignment: Chaotic Good
Class: Druid
Race: Forest Gnome
Originated from: Illiares
Age: 23
Size: Small (2'11'') (88.9cm)
Weight: 38lbs (17kg)
HP: 8 + 2 CON mod (10HP)
AC: 11 + 1 DEX mod +2 Proficiency Bonus (total of 14AC while wearing her armor) (+4AC if wielding shield, proficiency bonus included) (holy crap 18AC if wielding her shield hahaha)
Initiative: +1
WEAPON:
Quarterstaff
Damage: 1d6 bludgeoning (1d8) +2 Proficiency Bonus to attack rolls
Weapon type: Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
SPELLS:
If casting any of her spells, her wisdom modifier gets applied. +3 to attack & damage rolls.
SKILLS:
Strength Based
Dexterity Based
Intelligence Based
Wisdom Based
Charisma Based
Alignment: Chaotic Good
Class: Druid
Race: Forest Gnome
Originated from: Illiares
Age: 23
Size: Small (2'11'') (88.9cm)
Weight: 38lbs (17kg)
HP: 8 + 2 CON mod (10HP)
AC: 11 + 1 DEX mod +2 Proficiency Bonus (total of 14AC while wearing her armor) (+4AC if wielding shield, proficiency bonus included) (holy crap 18AC if wielding her shield hahaha)
Initiative: +1
- 8 Strength (-1 mod)
- 12 Dexterity (+1 mod)
- 14 Constitution (+2 mod)
- 12 Intelligence (+1 mod)
- 16 Wisdom (+3 mod)
- 13 Charisma (+1 mod)
WEAPON:
Quarterstaff
Damage: 1d6 bludgeoning (1d8) +2 Proficiency Bonus to attack rolls
Weapon type: Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
SPELLS:
If casting any of her spells, her wisdom modifier gets applied. +3 to attack & damage rolls.
SKILLS:
Strength Based
- Athletics: -1
Dexterity Based
- Acrobatics: +1
- Sleight of Hand: +1
- Stealth: +1
Intelligence Based
- Arcana: +1
- History: +1
- Investigation: +1
- Nature: +1
- Religion: +3
Wisdom Based
- Animal Handling: +3
- Insight: +3
- Medicine: +5
- Perception: +5
- Survival: +5
Charisma Based
- Deception: +1
- Intimidation: +1 (lololololololol)
- Performance: +1
- Persuasion: +1
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