Spellcasting. Walk is an 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, guidance, produce flame
1st level (4 slots): cure wounds, Detect Evil and Good, Healing Word, Purify Food and Drink
2nd level (3 slots): Lesser Restoration, Misty Step
3rd level (3 slots): Call Lightning, Conjure Animals
4th level (3 slots): dominate beast, Charm Monster, Freedom of Movement, Hallucinatory Terrain,Locate Creature,Polymorph
5th level (2 slots): Mass Cure Wounds, reincarnate
Hearth of Moonlight and Shadow. During a short or long rest, Walk can touch a point in space and create an invisible 30 ft. sphere that grants a +5 bonus to Stealth and Perception checks while within it, and light from open flames within it can't be seen.
Change Shape (2/Day). The druid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The druid can revert to its true form using a bonus action on its turn.
While in a new form, the druid retains its game statistics, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Description
Personality. A druid of the sands which surround his homelands, Walk is deeply connected to the earth, and uses this connection to move himself and his caravan swiftly and quietly through the realm. His work as a caravan master is both a convenient way to move goods and people without raising suspicion, while also providing a much needed financial stability to the Emerald Caravan in this part of the world.
Walk is a kind soul, but practical, never promising more than he can realistically achieve, and rarely bringing his full capability to bare. He is keen to avoid fighting, as any kind of investigation or stop by Golathi guards is likely to see his 'goods' inspected far more thoroughly than he would like.
Walk fully believes in freedom, that people should be able to say, worship, and do whatever pleases them, so long as it does not harm, or silence others. For this reason he prefers life on the road, stopping off only as long as necessary before leaving the confines of cities and civilisation, for the freedom and nature of the open roads and plains.
Previous Versions
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