Grover Thornton
Docrae Warden — Fighter/Druid, 5th Level
ANCESTRY: Docrae
CLASS: Warden (Fighter/Druid)
LEVEL: 5
SIZE: Small
MOVE: 20 ft.
AC: 15
BtH: +5
HP: 41
PRIME ATTRIBUTES: Strength, Wisdom
Attributes
Strength: 14 / +1 / +2
Dexterity: 16 / +2 / +7
Constitution: 16 / +2 / +7
Intelligence: 10 / +0 / +5
Wisdom: 16 / +2 / +13
Charisma: 14 / +1 / +6
Combat
Docrae Glaive +1: +8 to hit, 1d10+3 damage, Melee, Reach
Sling: +7 to hit, 1d4 damage, Near
Dagger: +6 to hit, 1d4+1 damage, Melee; +7 to hit when thrown
Multiclass — Warden
Grover advances simultaneously as a Fighter and Druid.
As a nonhuman multiclass character, both class Prime attributes are required: Strength for Fighter and Wisdom for Druid.
Grover uses the better Bonus to Hit progression of his two classes, giving him the Fighter BtH of +5.
His hit points are determined by rolling the Fighter and Druid Hit Dice at each level and averaging the results before applying his Constitution modifier.
Weapon Specialization — Glaive
Grover is specialized in the glaive.
He gains +1 to hit and +1 to damage when wielding a glaive. This bonus is already included in the statistics for his Docrae Glaive +1.
Combat Dominance
Grover possesses the Fighter’s Combat Dominance ability and may use it normally against qualifying lesser opponents.
Fearless
Grover gains a +2 bonus on saving throws against fear.
Hide
Grover is naturally skilled at avoiding notice in outdoor surroundings.
He may make a Dexterity check to hide when appropriate. Movement while hiding may impose penalties normally.
Move Silently
Grover may make a Dexterity check to move silently.
He may move up to half his normal movement without penalty; faster movement imposes the normal penalties.
Duskvision
Grover can see in moonlight or starlight as well as a human can at dusk, retaining the ability to distinguish color and some detail.
Duskvision provides no special benefit in complete darkness, underground conditions, or similarly poor illumination.
Resistant
Grover gains a +1 bonus on all Constitution saving throws.
Nature Lore
Grover possesses specialized knowledge of the natural world.
Within the environment in which he was trained or normally operates, he can accurately identify common plants and animals and recognize their significant natural properties.
In unfamiliar environments, appropriate uses require a Wisdom check.
He can also locate basic food, water, and shelter in the wilderness.
Druidic Language
Grover knows the secret language of druids and may use it to communicate with others of the druidic tradition.
Resist Elements
Grover gains a +2 bonus on saving throws against air, earth, fire, water, lightning, and cold attacks or effects.
Woodland Stride
Grover moves through natural thorns, briars, dense undergrowth, and similar terrain at his normal movement rate without suffering damage or impairment.
When moving through natural surroundings in this manner, he leaves no trail and cannot normally be tracked.
Druid Spellcasting
Grover casts divine spells as a 5th-level Druid.
His Wisdom grants one additional 1st-level spell and one additional 2nd-level spell, giving him the following prepared spell allotment:
0-Level — 4
- Create Water
- Detect Poison
- Endure Elements
- First Aid
1st-Level — 4
- Alarm
- Entangle
- Goodberry
- Magic Stones
2nd-Level — 3
- Barkskin
- Cure Light Wounds
- Summon Swarm
3rd-Level — 1
- Call Lightning
Docrae Glaive +1
Attack: +8
Damage: 1d10+3
Range: Melee, Reach
The glaive’s attack and damage totals include Grover’s Strength modifier, Fighter Weapon Specialization, and the weapon’s +1 magical enhancement.
Sling
Attack: +7
Damage: 1d4
Range: Near
Dagger
Attack: +6 melee, +7 thrown
Damage: 1d4+1
Range: Melee or Thrown
Equipment
Grover carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, ammunition pouch, sling stones, dagger, and his Docrae Glaive +1.
- Grover Thornton is a Docrae Warden, a Fighter who has received some minor training in the mysterious Green Path that his mother and grandmother had followed, making them 'Goodmothers' also known as Druids of their community. His training as a Warden gives him some access to this druidic power even though he is a fighter.
- Is part of a band of Docrae and other denizens of the Duchy of Ten who have exploited the partial collapse of the Afridhi lines as part of their stalled invasion of the Duchy from the west to try and further break the forces of the Burning Eye. Grover is in charge of a unit that strikes from the forest against the Afridhi known as Lincolnwood Poachers, named after the Lincoln Woods in western Duchy, also known as Poachers.
- Favorite hobby? Brewing ardent spirits in the light of the moon and the pan pipes. For non-Docrae, they prefer his music to trying to drink the juniper spirits that Grover likes to make for his poachers.

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