Shermans fantasy world

Twill the Landwalker

Age: 42 Height:5″8″” Weight:145lbs

Speed:30 feet.

Str:14 +2

Con:16 +3

Dex:16 +3

Int:17 +3

Wis:18 +5

Cha:18+2

Base AC 20

Hitpoints 56 Spell Points: 37

Spell distribution Spells cost double their level in points to cast after allotment is used IE 6th 1st level spell of the day would cost 2 pts.

1st: 5

2nd: 4

3rd: 4

4th: 3

Fortitude Save: +14 Passive Insight:+17

Reflex Save+3 Passive perception: +17

Willpower Save: +16 Initiative:+2

Attacks: 1 per round at +6 staff or spells

Skills and proficiencies:

Nature +12

Stealth +7

Heal +9

Nature +12

Class Abilites:

Improved Wildshape cr3 no flying

Magical Adept Warlock Abilities are tied to the Mycelium colony you dealt with in Haggii Valley. Spore related blast.

  • Eldritch Blast 1d10 +4 and +9 to hit. Repelling blast and agonizing blast. Push straight back 10 feet.
  • Prestidigitation
  • Armor of Hadar

Survival+9

Animal handling +9

Rustic Hospitality (Outlander Feature)

  • General Assistance: The character might also receive favors or help from the community, such as directions or local knowledge, because the feature reflects their previous interactions with rural folk
  • Effect: This feature allows the character to gain the trust and hospitality of people in rural areas. Essentially, it grants the character the ability to find a place to stay and food to eat when in a settlement of no more than 1,000 people (typically in small towns or villages).
  • Trust and Shelter: In these small settlements, the character is considered to be well-known and well-liked due to their past experiences in the wilderness. As a result, they can easily find a place to stay and receive a warm meal.

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Healer Feat

1. Use of Healer’s Kit:

  • Healing with a Healer’s Kit: When you use a healer’s kit to stabilize a creature, you can spend one use of the kit to restore 1d6 + 4 hit points to that creature. This is a non-magical healing effect, making it especially useful when spell slots are exhausted or in situations where magical healing isn’t available.
  • How it works:
    • The creature must have 0 hit points and be stabilized (or you must be using the kit on a creature who is dying).
    • By spending one use of the healer’s kit, you can restore hit points and prevent the creature from making death saving throws.

2. Stabilizing a Dying Creature:

  • Automatically Stabilize: You can use a healer’s kit to stabilize a creature that has 0 hit points without making a Medicine check. This is important because stabilizing a creature prevents them from having to make death-saving throws.
    • If you succeed in stabilizing a creature, it will no longer be at risk of dying and can regain hit points (though the creature still remains unconscious until they are healed or the effects of other abilities are used).

3. Improved Healing:

  • The Healer feat also improves the effectiveness of healer’s kits in battle. In addition to stabilizing or healing a creature with the kit, it ensures that the use of the kit is more efficient than the normal application.

Druid Circle

Circle of the Land: Nature’s Ward

  • Effect:
    • You gain immunity to poison and disease.
    • Additionally, you are protected from magical diseases and poison of any kind, whether it is caused by a creature, magic, or environment.

Equipment

Healers kitX2

Amulet of natural armor +3

Ironwood Staff +2