Amoth
druid.jpg
"Even the largest beast is a meal for maggots."

Name: Amoth
Player: lurkd

Sex: Male
Age: 20
Race: Human

Class: Druid (Circle of Vermin)
Alignment: Neutral Good
Level: 5
Proficiency: +3
Hit Points: d8+2[Con] | 38

Height: 5' 10"
Weight: 175 lbs
Size: Medium

Identifying Features: Bald with tribal tattoo on forehead. Usually has thin hide wrapped around the lower half of his face. Any exposed skin is rubbed with ash to hide his human scent, giving him a pale grey color. Always seen with his black staff and hive while walking. Shield is usually tucked under his cape, slung over his back.

Deity: Thum

Deity AL Domains Symbol
Thum CN Life, Nature Isa.png

Abilities:

Strength 11 +0
Dexterity 14 +2
Constitution 15 +2
Intelligence 14 +2
Wisdom 17 +3
Charisma 9 -1

Skills:

Offensive:

Attack:
WEP. ATT. DMG. MISC.
Staff d20+3 = +0[STR]+2[PRO] 1d6+0[STR] Shillelagh (d20+5, 1d8+5)

Spells:

Spell Save DC: 8+3[WIS]+3[PRO] = 14
Spell Attack Mod: +3[WIS] +3[PRO] = +6

SPELL LVL. 1st 2nd 3rd
Slots 4 3 2

Cantrips:

1st Level Spells:

2nd Level Spells:

3rd Level Spells:

Special:

Action:

Initiative: +2[DEX] = +2

Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: none
Swim Speed: none
Flight Speed: none

Defensive:

AC: 12 +2[DEX] +2[Shield] = 16

Strength Save: +0[STR] = +0
Dexterity Save: +2[DEX] = +2
Constitution Save: +2[CON] = +2
Intelligence Save: +1[INT] +3[PRO] = +4
Wisdom Save: +3[WIS] +3[PRO] = +6
Charisma Save: -1[CHA] = -1

Racial Traits:

Size: Medium
Ability Score: Ability scores to increase by 1.

Class Features:

Armor: Hide armor
Weapons: Quarterstaff
Skills: Animal Handling, Perception

Lord of the Low:

  • Starting at 2nd level, you can Wild Shape into a Swarm of Rats, Bats, or Ravens as a bonus action. At 6th level, you can also Wild Shape into a Swarm of Insects (including all Variant Insect Swarms), and at 10th level, into a Swarm of Snakes. Also, you are a friend of the lower creatures. Before making an attack against you, a tiny beast or swarm of tiny beasts must make a Wisdom saving throw. On a failed save, the beast loses the attack. If a beast's saving throw is successful, it is immune to this feature for the next 24 hours.

Amass Vermin:

  • At 2nd level, as you walk, vermin congregate at your side, and you are never to be found without a rat or spider making its nest in your robes. When you take as short or long rest, you can call a companion swarm to your aid, summoning a new swarm that you can Wild Shape into or restoring your current swarm to full hit points. Add your proficiency bonus to the swarm’s AC and attack rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher. The swarm obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the swarm where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Dodge action.

Feats:

Equipment:

  • Leather pack with pockets of moss, fungi, dung, maggots, leeches, herbs, tree bark, and moist soil (Herbalist Kit)
  • Frog skin water bladder
  • Small gourd canteen filled with honey
  • A moldy leather cloak decorated with crow feathers
  • Stone apothecary mixing bowl and pestle
  • Small flint knife
  • Infested blackwood staff
  • Tree bark shield

Backstory:

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