Fen Freefield: Features and Traits Other Proficiencies & Languages
Fen Freefield: Features and Traits Other Proficiencies & Languages
Fen Freefield: Features and Traits Other Proficiencies & Languages
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
CHARACTER BACKSTORY FEATURE: BANDIT ROUTES
Fen was once a member of the Bandit Coalition, a criminal organi- As someone who once assisted in countless highway robberies, you
zation seen as freedom fighters by the poor folk of the Wood. Born into are familiar with the roads of the Wood and escape paths used by bandits.
poverty in the Roots of the Great Tree City of Alderheart, Fen was an When you are not in combat, you and any companions you guide can travel
idealist who joined to fight against the oppressive Perch Guard. Though, as between locations by cutting through forested areas twice as fast as your
she gained rank, Fen came to see the Coalition’s darker side. After refusing speed would normally allow.
an order to rob a family of impoverished farmers, Fen cut ties with the Personality Traits: I’m plucky and confident in my abilities, at
organization and fled. Now she lives by a simple moral code to do what least that’s what I want others to think. You mess with my friends, you
she believes is right, defying both Alderheart and the Coalition to forge mess with me.
her own path. Ideals: Repentance. I’ve done terrible things in the past and I want to try
and make up for them.
Bonds: I want to be a hero that others can look up to.
Flaws: It’s hard for me to trust people, I’ve been burned before.
NOTES:
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
Ewan Kreer
Class/Level 9 (-1) SAVING THROWS
Strength
Druid/Level 5 +4 Intelligence
14 (+2) +7 Wisdom
Background Dexterity
Grounded SKILLS
14 (+2) +5 Acrobatics
Race Constitution
+7 Animal Handling
Mistral Raptor
12 (+1) +2 Athletics
Alignment
Intelligence +10 Insight
Neutral Good +7 Medicine
14 (Hide Armor) +2 18 (+4) +7 Nature
Wisdom
Armor Class Initiative
Size +7 Perception
36 25 ft. 17 Small 10
Hit (+0)
Dice +7 Survival
Hit Points Speed Passive Perception Charisma
FEATURES AND TRAITS the affected area dealing persistent elemental damage. If the effect is not
caused by a spell, for each 5-foot space of the affected area removed in this
Glide. When falling, you can spend your reaction to spread your feathered way, you take 1d6 points of damage of the same damage type the effect
arms and slow your descent. When you do so, you descend gently at a would deal. If the effect is caused by a spell, you instead take 1d6 points
speed of 60 feet per round, taking no fall damage when you land. If you fall of damage per the spell’s level for each 5-foot space you removed. Any
at least 10 feet in this way, you may fly up to your speed in one direction, damage you take while reducing area effects is halved. If, after the use of
landing where you end your movement. You can’t glide while carrying this ability, there are no affected spaces remaining, the effect is removed.
heavy weapons or shields, though you can drop any held items as part of
your reaction to glide. You cannot glide while wearing heavy armor or
while encumbered.
ATTACK & SPELLCASTING
Talons. Melee Weapon Attack: +2 to hit, reach 5ft.,
Talons. You have advantage on Strength (Athletics) checks made to climb
one target. Hit: 1 (1d4 -1) piercing damage.
any surface your talons could reasonably grip.
Produce Flame. Ranged Spell Attack: +7 to hit,
Woodland Hunter. You treat three-quarters cover as half cover, and half
range 30 ft., one target. Hit: 9 (2d8) fire damage.
cover as no cover.
Aerial Defense. Creatures attack you with disadvantage while you are falling,
jumping, or gliding.
OTHER PROFICIENCIES & LANGUAGES
l Birdfolk
Wild Shape (2/Rest). You can use Wild Shape to assume one of the follow-
l Druidic
ing forms for up to 2 hours:
l Jerbeen
l Boar l Can understand Auran
l Weasel l Cook’s Utensils
Heartbeat of the Land. By spending 10 minutes communing with l Herbalism Kit
nature, you can glean the following information about the area within 3
miles of you: EQUIPMENT
l Y ou learn the general location and severity of any immediate threats to l 5 gp
the environment in the region (forest fires, flooding, blights, etc.). l Quarterstaff
l You learn if any aberrations, beasts, elementals, fey, l Cook’s utensils
or undead are present within range, but not their l Herbalism Kit
specific locations. l Tender’s Vestments
l You learn the general direction of the nearest portal to l A Sprig of Mistletoe (Druidic Focus)
an elemental plane. l A small wooden carving of a jerbeen wearing wings made out of leaves
Shared Burden. When a creature within 30 feet of you is targeted with l A Healer’s Kit
an effect that would cause cold, fire, lightning, or thunder damage, you l Bedroll
can use your reaction to grant that creature resistance against the effect’s l Mess Kit
damage. You take damage equal to the amount of damage taken by the l A warm blanket
target creature. l 5 days trail rations
ou may spend an action to reduce the area of an effect which deals
Y l 2 potions of healing
persistent cold, fire, or lightning damage within 30 feet of you. Per use of l A well-worn journal and inkpen
this feature, you may remove up to 20 feet worth of adjacent spaces from l Waterskin
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
CHARACTER BACKSTORY requires you to climb or otherwise gain height to circumvent it, you can
Ewan was born to wealthy aristocrats from the perch of Winnowing find another way around, so long as such a path exists. Additionally, you
Reach. Unlike his parents, who preferred their high society life, Ewan often are adept at finding shelter while traveling and can usually locate a suitable
ventured into the nearby marshes and caves, where he befriended the native safe shelter (a cave, a tree hollow, or bramble thicket) for you and up to five
slimes. He baffled his parents by hiding and protecting his slime friends other creatures.
from hunters. For most of his formative years, Ewan felt lost. This all Odd Bird: I am considered weak and unskilled, and many treat me like
changed when his perch was visited by an elder member of the Tenders. The a fledgling.
Tenders, a druidic order sworn to protect nature’s balance, were founded on Personality Traits: I get embarrassed easily, even when someone tries to
principles that spoke to Ewan. His parents, frustrated with their son, called compliment me.
him a fool for trusting birdfolk with their feet planted too firmly in the soil, If I see someone in trouble, it’s my duty to help.
and forbade him to go. But Ewan left all the same, vowing to himself that Ideals: Compromise. The best way to respect each other’s differences is
he would one day return when he found the courage to face the family he to find a solution that doesn’t exclude anyone.
left behind. Bonds: I can’t return to my parent’s perch until I have proven myself.
Flaws: I’m easily frightened, and often hesitate under pressure.
FEATURE: FIND ANOTHER PATH
Since you have lived your life close to the ground, you are as famil- PREPARED SPELLS
iar with Humblewood’s undergrowth in the same way other birdfolk are Cantrips: druidcraft, mending, produce flame
familiar with its canopy. You can always recall the general layout of the 1st level (4 slots): animal friendship, cure wounds, healing word, veil of dusk
forest floor around you. If your path is ever blocked by an obstacle that 2nd level (3 slots): barkskin, lesser restoration, spike growth
3rd level (2 slots): dispel magic, wind wall
NOTES:
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
Shay Ambrell
Class/Level 8 (-1) SAVING THROWS
Strength
Wizard/Level 5 +7 Intelligence
Background
12 (+1) +5 Wisdom
Dexterity
Acolyte SKILLS
14 (+2) +7 Arcana
Race Constitution
+7 History
Vulpin
18 (+4) +5 Insight
Intelligence
Alignment +7 Religion
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
CHARACTER BACKSTORY: priests of this temple for assistance, provided the assistance you ask for is
Orphaned at a young age, Shay was taken in by a kindly priest who not hazardous and you remain in good standing with your temple.
raised them in the seafaring perch of Saltar’s Port. As a child, Shay was Personality Traits: I am calm and composed, even in the face of adver-
captivated by tales of the Amaranthine—the gods of Everden. As time sity. I see omens in every event and action. The Amaranthine try to speak to
passed, Shay became interested in the study of arcane magic and was us, we just need to listen.
eventually accepted into the Avium, the prestigious Humblewood academy. Ideals: Aspiration. I seek to prove myself worthy of Nightfather Tyton’s
Years later Shay received a vision from the owl Amaranthine of the night favor by matching my actions against his teachings.
domain, Tyton. Shay had a special destiny, Tyton revealed, but they would Bonds: I want to find my destiny and discover the purpose set for me
only find their purpose if they sought adversity. That day, Shay set their by the Amaranthine.
studies aside to seek out their destiny on the roads of Humblewood. Flaws: I judge others harshly, and myself even more severely.
NOTES:
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
Kalina Quill
Class/Level 12 (+1) SAVING THROWS
Strength
Bard/Level 5 +6 Dexterity
Background
16 (+3) +5 Charisma
Dexterity
Wind-Touched SKILLS
12 (+1) +6 Acrobatics
Constitution
Race
+8 Deception
Kindled Corvum 13 (+1) +5 Intimidation
Intelligence
Alignment +5 Performance
15 (Studded Leather) +3 Chaotic Neutral 12 (+1) +8 Persuasion
Armor Class Initiative
Wisdom +4 Religion
Size 14 +6 Sleight of Hand
31 30 ft. 12 Hit (+2)
Dice
Medium Charisma +6 Stealth
Hit Points Speed Passive Perception
FEATURES AND TRAITS Wanderer’s Lore. While a creature has possession of a Bardic Inspiration
die gifted from you may choose to roll a single Arcana, History, Nature,
Glide. When falling, you can spend your reaction to spread your or Religion check with advantage.
feathered arms and slow your descent. When you do so, you descend Acrobatics Lessons. When you or an ally within 60 feet of you makes a
gently at a speed of 60 feet per round, taking no fall damage when you Dexterity saving throw, you may expend a use of your Bardic Inspiration
land. If you fall at least 10 feet in this way, you may fly up to your speed to roll your Bardic Inspiration die and add the result to the saving throw.
in one direction, landing where you end your movement. You can’t glide An ally must be able to see and hear you to benefit from this effect.
while carrying heavy weapons or shields, though you can drop any held
Hunting Lessons. You can expend one use of your Bardic Inspiration to
items as part of your reaction to glide. You cannot glide while wearing
mark one creature you can see within 90 feet of you as your quarry. Up to
heavy armor or while encumbered.
one hour, for as long as you concentrate on this ability, all weapon attacks
Talons. You have advantage on Strength (Athletics) checks made to
you make against the target deal an additional die of damage, equal to
climb any surface your talons could reasonably grip.
your Bardic Inspiration die.
Appraising Eye (1/Rest). By spending an action examining an object,
you can determine any magical properties the item has, how they can be
used or activated, and a fair estimation of its market value.
ATTACK & SPELLCASTING
Convincing (Religion). You have advantage on all Charisma checks Talons. +4 to hit, reach 5 ft., one target.
made to convince someone of your knowledge on any topic related to the Hit: 3 (1d4 +1) piercing damage.
Religion skill. Rapier. +6 to hit, reach 5 ft., one target.
Sharp Mind. You are able to perfectly and clearly recall anything you Hit: 7 (1d8 +3) piercing damage.
have seen or heard within the last month. Shortbow. +6 to hit, range 80/320 ft., one target.
Bardic Inspiration (2/Rest). You can to inspire others with stirring Hit: 6 (1d6 +3) piercing damage.
words or music. To do so, you use a bonus action on your turn to choose
one creature other than yourself within 60 feet of you who can hear you. OTHER PROFICIENCIES & LANGUAGES
That creature gains one Bardic Inspiration die, a d8.
l Auran, Birdfolk, Mapach
Once within the next 10 minutes, the creature can roll the Bardic
l Drum, Flute, Harp, Lute
Inspiration die and add the number rolled to one ability check, attack
l Forgery Kit, Thieves’ Tools
roll, or saving throw it makes. The creature can wait until after it rolls the
d20 before deciding to use the Bardic Inspiration die, but must decide EQUIPMENT
before the GM says whether the roll succeeds or fails. Once the Bardic
Inspiration die is rolled, it is lost. A creature can have only one Bardic l 10 gp
Inspiration die at a time. l Rapier
Jack of All Trades. You add half your proficiency bonus, rounded l Shortbow
down, to all skills in which you are not proficient. l Thieves’ Tools
Song of Rest. You can use soothing music or oration to help revitalize l Forgery Kit
your wounded allies during a short rest. If you or any friendly creatures l Fine Clothes
who can hear your performance spend one or more Hit Dice to regain hit l An Ornate Cloak
points at the end of the short rest, each of those creatures regains an extra l A small silver feather that symbolizes the wind
1d6 hit points. l Wooden Flute
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.
CHARACTER BACKSTORY Title and Blessing: I accept this honor but I have my doubts.
Born to humble farmers in the perch of Brackenmill, Kalina’s mother Personality Traits: I’m confident in my abilities. My mood can be as
always claimed Kalina’s unique birthmarks meant she was “wind-touched”: unpredictable as the weather, and change just as quickly.
destined for greatness. Yet, Kalina lacked confidence in herself. This was Ideals: Cynicism. What matters isn’t whether or not my powers are
until her family played host to a traveling bard. The bard took a shine to genuine, but what advantages
Kalina, and mentored the young corvum, teaching Kalina music, dance, I can reap because of that belief.
and a bit of magic. Before the bard left, the bard shared with Kalina her Bonds: I want to become rich and famous.
dream of obtaining fame and fortune. Kalina, inspired, made the bard’s Flaws: I can’t resist a chance to perform for my adoring public.
dream her own. Kalina has since traveled across Humblewood, dazzling
crowds with her acrobatic dances and using magic to convince audiences to SPELLS KNOWN
tip a little extra. After all, it’s not everyday folks get to see a dancing, wind- Cantrips: mage hand, prestidigitation, vicious mockery
touched birdfolk perform! 1st level (4 slots): detect magic (r), healing word, heroism,
hideous laughter
FEATURE: SUPERNATURAL PRESENCE 2nd level (3 slots): invisibility, shatter, suggestion
Folks from all across Humblewood believe you have been divinely 3rd level (2 slots): hypnotic pattern
blessed by the power of the wind. If you make a show of your power or (r)- This spell can be cast as a ritual.
skill that can be attributed to your mystical connection with the wind,
your believer’s faith in you will be bolstered. They will support you, and,
depending on how well you convinced them of your powers, treat you with
reverence, or possibly even worship.
NOTES:
Humblewood: The wakywyrm’s Fury is Copyright © 2020 Hit Point Press Inc.