Male Wood Elf Druid 4
True Neutral Outlander
Init +2; Senses darkvision; Passive Perception 15
Languages Common, Elven, Druidic, Sylvan
AC 15 (+2 Dex, +3 armor)
HP 29; Hit Dice 4d8 + 4
Saving Throws Wisdom +5, Intelligence +3
Speed 35 ft.
Melee Quarterstaff +2 (1d6/1d8 +0 Bludgeoning)
Ranged 30/120 Sling +4 (1d4+2 Bludgeoning)
Attack Options Spellcasting (+6 to hit)
Prepared Spells (Save DC 14) 8 prepared spells
2 (3/day) – Barkskin, Beast Sense, Heat Metal, Locate Object
1 (4/day) – Cure Wounds , Jump, Speak with Animals, Thunderwave
0 (at-will) – Druidcraft, Poison Spray, Guidance
Abilities Strength 10, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 18, Charisma 12
Proficiency Bonus +2; Proficiencies Longsword, Shortsword, Longbow, Shortbow, Light Armor, Medium Armor, Shield, Club, Dagger, Dart, Javelin, Mace, Quarterstaff, scimitar, sickle, sling, spear, herbalism kit, Pan Flute
Skills Athletics +2. Survival +5 , Perception +5, Nature +3, Animal Handling +5
Special Qualities Keen Senses, Fey Ancestry, Trance, Fleet of Foot, Mask of the Wild, Wanderer, Ritual Caster, Wild Shape (CR 1, no flying, 2 hours), Circle of the Moon, Combat Wild Shape, Circle Forms
Possessions Quarterstaff, Dagger, Sling, Chain Shirt, Pipes of Haunting, Traveler’s Clothes, Explorer’s Pack, Druidic Focus, 2 pp, 5 ep, 405 gp, 41 SP, 26 cp
Pipes of Haunting
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
|Height: 6’2”||Weight: 170 lbs.||Age: 103|
|Eyes: Green||Hair: Brown, long with a beard||Skin: Tanned|
Taliesin is tall and a bit lanky for an elf. He keeps his appearance kempt, but simple. He has long hair and beard. His clothes are very functional for travelling and he carries very little with him. He has a Druidic symbol on a long cord around his neck, appearing to be a stylized carving of the symbol of Ehlonna.
Taliesin has never known anything but the life of a wanderer. His family had several ‘homes’ in different areas of the forest which they would stay at for no more than a couple of days before moving on. He has seen every rill and every grove in his forest many times in his life as his family’s duty has always been to constantly assess the balance of the forest. He has a twin sister, Taleria, that settled in Myhalas a few years back.
I have a lesson for every situation, drawn from observing nature. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Change – Life is like the seasons, in constant change, and we must change with it.
Any injury to the unspoiled wilderness of my home is an injury to me.
There’s no room for caution in a life lived to the fullest.