Aeolus Flowerbear

From OakthorneWiki
Jump to navigationJump to search
Aeolus Flowerbear
Race: Firbolg, Class: Druid (Circle of Dreams) 2
Background: Gladiator, Alignment: Chaotic Good
Patron Deity:
Ability Scores
Strength 16 (+3), Dexterity 14 (+2), Constitution 11 (+0);
Intelligence 10 (+0), Wisdom 16 (+3), Charisma 10 (+0)
Bonus: +2
Saving Throws: Intelligence +2, Wisdom +5
Skills: Acrobatics +4, Nature +2, Perception +5, Performance +2
Tools: Herbalism kit
Languages: Common, Elvish, Giant, Druidic, Illuskan
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
Attacks:xxx: +x, xdx+x, TRAITS
Armor Class: 15, Initiative: +2, Speed: 30 ft
Hit Points: 13, Hit Dice: 2d8
Personality Traits: • I can't stand the sight of an unfair fight. • I keep constant track of the sun, moon, stars, seasons, and weather. • No matter how dark things have gotten, nobody can steal my inner joy
Ideals: • Guidance - Fate cannot be prevented, I can only guide people to theirs • Playfulness - Playful behavior has a role within nature that leads to a deeper understanding of self.
Bonds: BONDS
Flaws: FLAWS

Faerie fire burns brightest in the darkness!


Firbolg Traits

  • Ability Score Increase: Wisdom +2, Strength +1
  • Languages: Common, Elvish, Giant
  • Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
  • Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn ot until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Druid Traits

  • Skills: Nature, Perception
  • 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: Spell Save DC: 13 • Spell Attack Bonus: +5
  • Spells Prepared: 5 (Wisdom modifier + Druid level)
    • Cantrips: (2) Produce Flame, Thorn Whip
    • 1st Level: Absorb Elements, Animal Friendship, Beast Bond, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Earth Tremor, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Ice Knife, Jump, Longstrider, Purify Food and Drink, Speak with Animals, Thunderwave
  • Wild Shape: You can use your action to magically assume the shape of a beast. You can use this feature twice. You regain expended uses when you finish a short or long rest.
    • Known Beast Shapes - Temperate: You are deeply familiar with three beasts of your choice and can transform into them.
Known Wild Shapes
    • Gaining Extra Beast Shapes: In addition to the beast shapes you gain for free when you level up, you can acquire new shapes on your adventures. Either of these options can be assisted by magic. For example, divination magic can be used to provide safe observation of a dangerous animal, and a spell like animal friendship can lay the groundwork for peaceful interaction.
      • Observation: You learn the beast’s shape after observing its behavior for at least 1 hour and succeeding on an Intelligence (Nature) check with a DC equal to 10 + the beast’s challenge rating. For this observation period, your vantage point—whether physical or magical— must be within 150 feet of the beast. If you previously spent at least 1 hour reading a scholarly work about the creature, you have advantage on the check.
      • Interaction: You learn the beast’s shape after interacting with it peacefully for 10 minutes and succeeding on a Wisdom (Animal Handling) check with a DC equal to 10 + the beast’s challenge rating. For this interaction period, you must be within 15 feet of the beast, and if you spend at least a minute petting it, you have advantage on the check.

Druid Circle: Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with merriment and light. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places.

  • Balm of the Summer Court: You become imbued with the blessings of the Summer Court. You are a font of energy that lends relief to weary feet and respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent, and its speed increases by 5 feet per die spent. The speed increase lasts for 1 minute. You regain the expended dice when you finish a long rest.

Gladiator Background

You're a gladiator of the coliseum; You were captured, enslaved and forced to compete in death matches.Your fighting style made you a successful gladiator or was at least good enough to keep you alive. The coliseum is in your blood now, the events that took place, the memories that you replay in your dreams and your experiences have become you. Whether by choice or not, although you are free; you'll never escape the arena.

  • Skill Proficiencies: Performance and Intimidation
  • Languages: Illuskan
  • Equipment: A net, a costume, a set of common clothes, and a belt pouch containing 15 gp
  • Arena Type: Dueler You fought opponents in tests of strength and honor, but there is no honor in being forced to take a life
  • Feature: Contacts You can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. In such an area, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.




  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • x


Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x


  • xxx: (x gp/day). x


  • x

Important Individuals

  • x