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Female druid for Dungeons and Dragons DND — zdjęcie 1
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Female druid for Dungeons and Dragons DND

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Female druid for Dungeons and Dragons, the file with and without supports for printing in resin

Ocena
5 / 5
Polubienia
218
Pobrania
1630
Wydruki
4
Wyświetlenia
4623
Oceny
5

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Informacje o modelu

Źródło
Printables
Licencja
Standard Digital File License

Young Elf Druid

Size: Medium (Elf)
Type: Humanoid (Elf)
Alignment: Neutral Good or True Neutral (common for druids)
Armor Class: 16 (leather armor and shield)
Hit Points: 33 (6d8 + 6)
Speed: 30 ft.
STR: 10 (+0)
DEX: 12 (+1)
CON: 13 (+1)
INT: 10 (+0)
WIS: 15 (+2)
CHA: 8 (-1)
Skills: Nature Lore +2, Medicine +4, Perception +4, Stealth +3, Survival +4, Animal Handle +1
Proficiencies: Light and medium armor, shields (wooden), clubs, daggers, darts, slings, spears, flails, scimitars, sickles, javelins, Staffs; herbalist's tools.
Spells Known (3rd Level Druid - examples):
Cantrips: Create Flame, Guidance, Light, Mend, Bramble
1st Level (4 slots): Goodberry, Cure Wounds, Speak with Animals, Cold Snap, Entangling Tendrils
2nd Level (2 slots): Bestial Form (can transform into a Small or Medium beast with a challenge of 1/2 or lower), Minor Healing
Rational Traits (Elf):
Darkvision: 60 ft.
Acute Senses: Proficiency in the Perception skill.
Faerie Ancestry: Advantage on saving throws against being charmed, and magic cannot put them to sleep.
Trance: Instead of sleeping, elves enter a deep meditative state for 4 hours. While in the trance, they dream semiconsciously. After resting like this, they gain the same benefit as a human who has slept for 8 hours.
Challenge: 2 (450 XP)
Equipment: Wooden staff (could be their druidic focus), leaf-adorned wooden shield, leather armor, bag of components, herbalism kit, pouch with some coins.

Possible Backgrounds:

Hermit: Lived isolated in the wilderness, learning the secrets of the natural world.
Outlander: Grew up in a wild community and now ventures into the civilized world.
Acolyte: Served at a nature shrine or an elder druid.

Encounter Ideas:

Guardian of a Sacred Place: Might protect a forest, grove, or magical spring.
Wilderness Helper: Might be seeking aid in protecting a wounded creature or restoring a damaged area.
Wilderness Explorer: Might guide the party through dangerous terrain or seek out rare plants.
Enemy of civilization (in certain contexts): She may view human settlements as a threat to nature.

This young druid has a strong connection to the natural world and the ability to use magic to protect and heal it.

Tagi