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  1. Characters

Hoki

Player Character



 

Abilities

 

   Ability Modifiers: (score - 10) / 2
Proficiency
Mod: +3

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

14

+2

13

+1

18

+4

14

+2

18

+4

6

-2




Attribute
Proficient
 Attribute
Proficient
AcrobaticsDex+1MedicineWis+4
Animal handlingWis+4NatureInt+2
ArcanaInt+5PerceptionWis+4
AthleticsStr+5PerformanceCha-2
DeceptionCha-2PersuasionCha-2
HistoryInt+2ReligionInt+2
InsightWis+4Sleight of HandDex+1
IntimidationCha-2StealthDex+4
InvestigationInt+2SurvivalWis

+7


Hp
Hit Die:
Passive Wisdom
Armor Class
Initiative
Speed

Proficiency
Modifier

53
5d8
perception. +3 insight. +3
12+2
+1
25
+3


Languages

Common language, Dwarvish, Elvish.

Abilities 

Darkvision: You can see in dim light within 60 feet of you

Dwarven Resilience: you have advantage on saving throws against poison, and you have resistance against poison damage

Dwarven combat training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficie bonus to the check, instead of your normal proficiency bonus.

Dwarven toughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can stay in a Beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconcious, drop to 0 hit points, or die.
Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather as an action. 

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit point per level of the spell slot expended. 

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.






Giant frog

Medium Beast, Unaligned
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Skills Perception +2, Stealth +3
Senses Darkvision 30 ft., Passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.