Mott Joiner
Female Halfling Arch-Druid's Apprentice
She is an adolescent halfling with green eyes, long curly blond hair, and pale white skin.
Personality Traits: Altruistic, Idealistic, Serious.
Alignment: neutral.
Born: 783 AC (Age 17)
Orientation: Hetrosexual
Home: Gregg-Morgan's Apothecary
Settlement: Port Rollham
Mother: Caroline Joiner
Father: Fastmo Joiner
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 11 | 10 | 12 | 11 | 11 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 16 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Greatclub. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Religion +2, Animal Handling +3
Abilities:
- Lucky. When Mott rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Mott has advantage on saving throws against being frightened.
- Halfling Nimbleness. Mott can move through the space of any creature that is of a size larger than small.
- Wild Shape. Mott can magically assume the shape of any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. This ability can be used twice per day.
- Spellcasting. Mott is a spellcaster. Her spellcasting ability is wis (spell save DC 11, +3 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(3 slots):
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 10 gp | "Collected Histories of High Teyruse" |
By Myrthaine Clipiffer A set of courtly romance stories set in an idealized historical version of pre-calamity Teyruse. |
5 lbs. |
| 1 | A matchbook | A matchbook containing 7 matches. | ||
| 1 | 2 sp | Greatclub | A Simple Melee weapon. 1d8 bludgeoning damage. Range: 5. Properties: Two-Handed | 10 lbs. |
| 1 | 5 gp | Healer's Kit | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. | 3 lbs. |
| 1 | 5 sp 1 cp | Money Pouch | Mott's money pouch. It has 3 sp and 21 cp in it. | ½ lb. |
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 45 gp | Studded Leather | Light armour. Base AC: 12 + Dex modifier. | 13 lbs. |
| 1 | 1 gp | Totem | A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. |