Rosaima Goldsmith-Joiner
Female Halfling Arch-Druid's Apprentice
She is an adolescent halfling with amber eyes, long auburn hair with a fringe cut, and olive skin.
Personality Traits: Unperturbed, Kind, Upbeat.
Alignment: neutral.
Born: 786 AC (Age 14)
Orientation: Hetrosexual
Home: Gregg-Morgan's Apothecary
Settlement: Port Rollham
Mother: Pearlla Goldsmith-Joiner
Father: Ferufuias Goldsmith-Joiner
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 13 | 9 | 12 | 11 | 10 |
| +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 13 | 16 | 11 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +3 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Light hammer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.
- Light hammer. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 bludgeoning damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Survival +3, Arcana +2
Abilities:
- Lucky. When Rosaima 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. Rosaima has advantage on saving throws against being frightened.
- Halfling Nimbleness. Rosaima can move through the space of any creature that is of a size larger than small.
- Wild Shape. Rosaima 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. Rosaima 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 |
|---|---|---|---|---|
| 2 | Button | A loose green button. | ||
| 1 | 2 gp | Dagger | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 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 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 2 gp | Light hammer | A Simple Melee weapon. 1d4 bludgeoning damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk | 2 lbs. |
| 1 | 2 gp 5 sp 3 cp | Money Pouch | Rosaima's money pouch. It has 2 gp, 5 sp and 3 cp in it. | ³⁄₁₆ lb. |
| 1 | 6 sp | Silver ear studs | A pair of silver ear-studs. | |
| 1 | 1 gp | Sprig of mistletoe | 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. |