STR 10 (+0)
DEX 13 (+1)
CON 16 (+3)
INT 13 (+1)
WIS 16 (+3)
CHA 14 (+2)
HP 106
AC 14 (Leather
armor w/wooden shield)
Traits:
Darkvision.
Gnome Cunning.
Natural Illusionist.
Speak w/Small Beasts.
Languages: Common, Druidic, Gnomish, Sylvan
Proficiencies: +5
Armor: Light, Medium, Shields (no metal)
Weapons: Clubs, Daggers, Darts, Javelins, Maces,
Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism kit
Saves: Intelligence +6, Wisdom +8
Skills: Animal Handling +8, Medicine +6, Religion +6,
Survival +8
Feats:
Healer*
Wild Shapes
Druid Circle: Circle of the Land
- Bonus Cantrip
- Natural Recovery
- Circle Spells
- Land’s Stride
- Nature’s Ward
- Nature’s Sanctuary
Spellcasting:
Number of Spells: 19
Spell DC: 16
Atk Mod: +8
At-will (5): Druidcraft, Mending, Produce flame, Shillelagh,
Thorn whip
L1 (4): Animal friendship, Cure wounds, Healing word
L2 (3): barkskin,
spider climb, Beast sense, Lesser restoration, Pass without trace
L3 (3): call
lightening, plant growth, Daylight, Dispel magic, Plant growth
L4 (3): divination,
freedom of movement, Blight, Grasping vine
L5 (2): commune
w/nature, tree stride, Antilife shell, Greater restoration
L6 (1): Heal, Wall of Thorns
L7 (1): Fire storm, Plane shift
L8 (1): Control weather, Earthquake
Equipment:
Scimitar. Melee. +6 to hit; deals 1d6 +1 slashing.
Leather armor. Armor. AC 11 + Dex mod.
Wooden shield. Armor. AC +2
Druidic focus.
Explorer’s pack.
Nalasc grew up in the Northlands, in a remote gnomish
community called Lonelystone. As a child, Nalasc was drawn to the forests and
the mountains, so when he was called to embrace a druidic path, no one was
truly surprised.
As a servant of nature, Nalasc became a formidable warden of
the forests around his home. When the war began, he offered protection and safe
conduct to any good creature that wished to pass through his wood. Tha was how
he met the goliath ranger, Gorg, and, later on, the gnome barbarian called Kip.
When the Draconic Empire took the Northlands, the trio moved
south. Nalasc accompanied Gorg and Kip to look after them. In Darkwater, the
trio encountered other adventurers and would form the group known as Lux
Tenebris.
Of all the members of Lux Tenebris, Nalasc is probably the
most at-peace. Although he would like to return to the Northlands, he is
content to make his home in the south. The world has been badly treated by the
war and the druid knows he can use his powers to help restore the natural order
wherever he may be.
Also, he’s curious to see what will happen with Gorg and
Thylic.
Author's Note: Although Nalasc has the Hermit background, instead of Discovery as a feature, I swapped it out for the Healer feature as detailed on page 167 of the Player's Handbook.
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