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Fast Character - Goliath (Cloud Giant Ancestry) Druid 12 (Circle of The Sea) - P

Zagh Stormcaller Alunatua is a level 12 Goliath Druid from the Circle of the Sea, with a focus on maintaining order and society. He possesses a variety of skills, spells, and features that enhance his abilities in combat and spellcasting, including unique traits from his giant ancestry. His character background includes a bond to expose a corrupt cleric and a flaw of believing his own lies.
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0% found this document useful (0 votes)
91 views3 pages

Fast Character - Goliath (Cloud Giant Ancestry) Druid 12 (Circle of The Sea) - P

Zagh Stormcaller Alunatua is a level 12 Goliath Druid from the Circle of the Sea, with a focus on maintaining order and society. He possesses a variety of skills, spells, and features that enhance his abilities in combat and spellcasting, including unique traits from his giant ancestry. His character background includes a bond to expose a corrupt cleric and a flaw of believing his own lies.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ZAGH STORMCALLER ALUNATUA

Druid 12 (Circle of the Sea) 105,000


CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Goliath (Cloud Giant Ancestry) Charlatan
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+4 PROFICIENCY ARMOR
-1 BONUS CLASS
(AC) INITIATIVE
Alignment: Lawful Neutral. I obey laws,
traditions or my own strict code to
8 promote order and society above all else.
SAVING THROWS
15 +2 35 ft.
Charlatan Background [PHB 2004, p. 179]
Armor Worn: leather armor, wooden shield • Traits: Loves inappropriate jokes. Older
-1 Strength Saves
sibling is infected with lycanthropy.
DEX +2 Dexterity Saves
• Ideal: Friends come before schemes.
HIT POINTS HIT DICE
+2 +3 Constitution Saves
+5 Intelligence Saves *
• Bond: Looking to expose a corrupt cleric.

15 +9 Wisdom Saves * 99 12d8 • Flaw: Believes own lies.


+0 Charisma Saves Goliath Traits [PHB 2024, p. 192]
* Prof. bonus added DEATH SAVES: Success O O O Fail O O O
• Creature Type: Humanoid
• Age: 43 years old
CON SKILLS WEAPON & UNARMED ATTACKS • Medium Size (7' 1", 266 lbs.)

+3 +2 Acrobatics (Dex) Basic Attack. One target per Attack action.


• Giant Ancestry: Cloud's Jaunt (4 times betw.
long rests, teleport 30 ft.)
+5 Animal Handling (Wis) • Large Form (once betw. long rests, as bonus
16 +1 Arcana (Int) action become Large for 10 min, adv. on
+3 Magic Scimitar. Melee Weapon Attack:
-1 Athletics (Str) +9 to hit, reach 5 ft. Hit: 1d6+5 slashing STR checks, speed +10 ft.)
damage. • Powerful Build (adv. to end Grappled
+4 Deception (Cha) * condition; also carry, push, drag, lift as if
INT +1 History (Int) one size larger)
+1 +9 Insight (Wis) *
+0 Intimidation (Cha)
Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. 1d4+2 piercing damage. (If
thrown, normal range to 20 ft.; disadvantage Druid Class Features [PHB 2024, p. 79]
12 +1 Investigation (Int) long range 21 to 60 ft.) • Druidic (secret language) and Speak with
+9 Medicine (Wis) * Animals
Sling. Ranged Weapon Attack: +6 to hit. Hit: • Primal Order (Warden)
+5 Nature (Int) * 1d4+2 bludgeoning damage. (Normal range • Wild Shape (brown bear, dire wolf, giant
WIS +9 Perception (Wis) * to 30 ft.; disadvantage long range 31 to 120 spider, lion, owl, rat, reef shark, tiger
+0 Performance (Cha) ft.)
+5 +0 Persuasion (Cha)
[p. 346]; max. CR 1, 4 times betw. long
rests)
FEATS & SPECIAL ABILITIES • Wild Companion (Find Familiar)
20 +1 Religion (Int)
• Circle of the Sea Spells (always prepared)
+6 Sleight of Hand (Dex) * Skilled Feat [PHB 2024, p. 201]: Additional
• Wrath of the Sea (Wild Shape use to create
+2 Stealth (Dex) proficiencies (Medicine, Survival, and
Perception). wave, CON save vs. 5d6s cold damage)
+9 Survival (Wis) * • Wild Resurgence (spell slot for wild shape)
CHA * Prof. bonus added • Aquatic Affinity (10 ft. Wrath wave, swim
Produce Flame Cantrip. Can hold in your hand
+0 ** Expertise up to 10 minutes, or use up once to attack.
Ranged Spell Attack: +9 to hit, target one
speed equal to speed)
• Improved Elemental Fury: Primal Strike (in
10 creature within 60 ft. range. Hit: 3d8 fire beast form, +$2d8 cold, fire, lightning, or
damage. thunder damage)
19 PASSIVE WISDOM
(PERCEPTION) • Stormborn (fly equal to speed, resistance to
cold, lightning, thunder damage)

PROFICIENCIES & LANGUAGES


Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: forgery kit, herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Deception, Insight, Medicine, Nature,
Perception, Sleight of Hand, Survival
Languages: Common, Drudic, Elvish, Giant

MAGIC SPELLS EQUIPMENT & TREASURE


Spellcasting [PHB 2024, p. 235] Carried Gear [PHB 2024, p. 213]: leather
armor (AC 11), shield (AC +2), dagger,
sickle, sling and 20 stones, explorer's
Spell Attack Modifier +9
pack (backpack, a bedroll, a mess kit, a
Spell Save DC 17 tinderbox, 10 torches, 10 days' rations,
waterskin, 50 feet of hempen rope on the
Cantrips Known: Druidcraft, Guidance, side), herbalism kit (clippers, mortar and
Produce Flame, Ray of Frost, Starry Wisp pestle, pouches and vials of herbs), belt
pouch, set of fine clothes, druidic focus:
Prepared Spells wooden staff, costume. (This load is about
1st Level (4 slots): Animal Friendship, 110 lbs.; add 1 lb. per 50 coins carried.)
Charm Person, Create or Destroy Water,
Cure Wounds, Faerie Fire, Fog Cloud, Coins & Gems: 5,505 gold pieces (g.p.); 13
Speak with Animals, Thunderwave silver pieces (s.p.); 48 copper pieces
2nd Level (3 slots): Gust of Wind, Hold (c.p.); 2 gems (worth 100 g.p. each)
Person, Lesser Restoration, Shatter
3rd Level (3 slots): Aura of Vitality, ENCUMBRANCE
Lightning Bolt, Revivify, Summon Fey, Lifting & Carrying: 120 lbs. max. carrying
Water Breathing capacity; 240 lbs. pushing or dragging
4th Level (3 slots): Control Water, (speed -5 ft.); 240 lbs. max. lift.
Divination, Ice Storm, Polymorph
5th Level (2 slots): Antilife Shell, Cone of
Cold, Conjure Elemental, Hold Monster,

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Cold, Conjure Elemental, Hold Monster,
Wall of Stone
6th Level (1 slot): Sunbeam

PLAYING THE GAME ACTIONS (1 per turn)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some
scene and players take turns describing classes and creatures make extra attacks at
their characters' responses, often using higher levels with this action. Mastery
one of six abilities: with a weapon includes additional
• Strength (STR) (physical prowess), possible combat effects.
• Dexterity (DEX) (agility, reflexes), • Dash: Double Speed this turn.
• Constitution (CON) (health, fortitude), • Disengage: Avoiding all opportunity
• Intelligence (INT) (memory, reason), attacks while moving; "defensive retreat."
• Wisdom (WIS) (awareness, willpower), • Dodge: Give attackers disadvantage and
• Charisma (CHA) (appeal, leadership). gain advantage on Dexterity saves for
• For ability checks, saving throws, and yourself.
attack rolls, roll 1d20 + one ability • Escape: Try to break free from grapple via
modifier + proficiency bonus (if Strength (Athletics) or Dexterity
proficient in task). Other modifiers may (Acrobatics).
come from class features or spells. The • Grapple: Special melee attack to give
higher the total, the better the effort. The target the Grappled condition.
DM tracks minimum totals needed for • Help (Stabilize): DC 10 Medicine check to
successful results. aid 0 h.p. dying creature; automatic
• For initiative rolls, roll 1d20 + Initiative success if using healer's kit.
(DEX) modifier. Higher totals act before • Help: Give an ally advantage on one ability
lower totals in the same 6-second round. check or attack roll.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Influence: Make a Charisma check to alter
bonus action. Between turns, do up to 1 a creature's attitude.
reaction. • Magic: Cast a spell with a casting time 1
• Advantage: Roll two d20s and use the action, or use a magical item or feature.
higher result. Disadvantage: Roll two • Ready: Plan to take action as a reaction
d20s and use the lower result. when a trigger occurs.
• On attack rolls only, a "natural 20" is • Search: Make a Wisdom (Insight,
always a critical hit, while a "natural 1" is Medicine, Perception, or Survival) check.
always a miss. • Shove: Special melee attack.
• Saving throws do not count as actions and • Study: Make an Intelligence (Arcana,
are rolled as needed at any time due to History, Investigation, Nature, or
attacks, spells, or hazards. Religion) check.
• A character may die if failing three death • Utilize: Use a nonmagical item (pick a lock,
saves while at 0 hit points, gaining 6 cover a hooded lantern, equip or drop a
levels of Exhaustion, or suffering certain shield, etc.
deadly spells and hazards.
• Specific traits, features, spells, and magic
items may create exceptions to any rules.

BONUS ACTIONS (up to 1 per turn)

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Page number references...


[PHB 2024] = Dungeons & Dragons Player's Handbook (2024 version, aka "One D&D" or "5.1") by Jeremy Crawford, published Sept. 2024, by
Wizards of the Coast (ISBN-13: 978-0-7869-6951-7).
[DMG 2024] = Dungeons & Dragons Dungeon Master's Guide (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[MM 2024] = Dungeons & Dragons Monster Manual (2024 version, aka "One D&D" or "5.1") by Wizards of the Coast.
[PHB 2014] = Dungeons & Dragons Player's Handbook (5th edition) (2014 version) by Mike Mearls and Jeremy Crawford, published Aug. 19,
2014, by Wizards of the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).
[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).
[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).
[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).
[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).
[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

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[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).
[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).
[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).
[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).

[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).
[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).
[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).
[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)
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