John Emery
Male Human Arch-Druid
He is an adolescent human with grey eyes, a strawberry quiff, and light pink skin.
Personality Traits: Hilarious, Daring, Kind.
Alignment: neutral good.
He is a follower of Marlon. (NG)
Born: 782 AC (Age 18)
Orientation: Hetrosexual
Home: Emery's Arcane Apothecary
Settlement: Paignworth
Spouse: Amy Emery
Mother: Abbie Emery
Father: Morgan Emery
Siblings
- Constantinus Emery - age 17 ♂
- Irvin Emery - age 11 ♂
- Willelmus Emery - age 8 ♂
- Estelle Emery - age 2 ♀
- Kitty Emery - age 1 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 10 | 13 | 12 | 7 | 10 |
| +1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 36 | 11 | 30 ft. |
Alignment: neutral good
Size: Medium
Actions:
- Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Survival +4, Arcana +2
Abilities:
- Wild Shape. John 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. John is a spellcaster. His spellcasting ability is wis (spell save DC 12, +4 to hit with spell attacks).
Spells Known:
-
Cantrip
(at will):
-
1st-level
(4 slots):
-
2nd-level
(2 slots):
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 6 gp | "The Magic of Herbs: Healing Made Easy" |
By Doe Green A book of traditional healing and treatments. Mostly incorrect. |
5 lbs. |
| 4 | Chewed gum | A piece of chewed gum. | ||
| 1 | Door Key | The key to Emery's Arcane Apothecary. | ||
| 1 | Fresh hunk of cheese | A fresh hunk of cheese. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Amy" engraved on the inside. | |
| 1 | 5 gp | Herbalism Kit | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. | 3 lbs. |
| 1 | 10 gp | Hide | Medium armour. Base AC: 12 + Dex modifier (max 2). | 12 lbs. |
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 1 | 1 gp 9 sp 1 cp | Money Pouch | John's money pouch. It has 19 sp and 1 cp in it. | ⅜ lb. |
| 1 | 25 gp | Scimitar | A Martial Melee weapon. 1d6 slashing damage. Range: 5. Properties: Finesse, Light | 3 lbs. |
| 1 | 10 gp | Shield | Wielding a shield gives +2 to AC, if you are proficient with shields. | 6 lbs. |
| 1 | 5 gp | Wooden staff | 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. | 4 lbs. |