R2-D2
R2-D2
Sheet
AC 15 · HP 7 · 30 ft.Saving throws
Skills
- InvestigationINT
- NatureWIS
- PerceptionWIS
- Sleight of HandDEX
- StealthDEX
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- SpellcastingLevel 1
You can cast prepared druid spells using Wisdom as your spellcasting ability. You know three cantrips, two from Druid and one extra from Primal Order. You prepare four level 1 druid spells, and you have two level 1 spell slots. You always have Speak with Animals prepared through Druidic.
- DruidicLevel 1
You know Druidic, the secret language of druids. You can leave hidden messages in Druidic, and creatures who know the language automatically notice them. You also always have Speak with Animals prepared.
- Primal Order, MagicianLevel 1
You have chosen the Magician role. You know one extra Druid cantrip, and you add your Wisdom modifier to Intelligence checks made with Arcana or Nature, with a minimum bonus of +1.
- TraitWarforgedConstruct
- TraitWarforgedConstruct Resilience
- TraitWarforgedIntegrated Protection
- TraitWarforgedSentry's Rest
- TraitWarforgedSpecialized Design
- TraitWarforgedTireless
- Criminal ContactCriminal
You know the secrets of underworld networks, safe houses, hidden routes, and the habits of lawbreakers. You can often identify who to ask, bribe, threaten, or avoid when dealing with criminal elements.
Spells
8 spellsSpellcasting. R2-D2 casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , ,
Gear
13 itemsWeapons
- SickleA small curved blade, useful as a simple weapon and tool of the wild.
- 2×DaggersTwo blades favored by alley runners and burglars.
Armor
- Leather ArmorLight armor that gives AC 11 + Dexterity modifier when worn. Included from druid starting gear.
- ShieldA shield for +2 AC while wielded. Included from druid starting gear.
Tools
- Herbalism KitA herbalism kit for gathering and preparing natural remedies.
- Thieves' ToolsTools for opening locks and disabling traps.
Gear
- Quarterstaff (Druidic Focus)A druidic focus in the form of a quarterstaff.
- Explorer's PackAn explorer's pack with wilderness essentials.
- CrowbarA sturdy iron bar for prying open doors and chests.
- 2×PouchSmall containers for coin, stolen goods, or field samples.
- Traveler's ClothesPlain clothes suited to travel and concealment.
Purse
- 9×GPCash from starting druid equipment.
- 16×GPCash from starting criminal equipment.
Appearance
A small warforged astromech with a cylindrical frame, grey metal plates, and bright blue accent panels. His dome-shaped head swivels with eager clicks and chirps, and faint verdant runes glow across seams where ancient sorcery fused steel into living druidic craft. He often conceals a bundle of herbs, wires, and tiny tools within hidden compartments in his shell.
Mannerisms
He speaks in expressive beeps and trills, often punctuated by sudden pauses as if he is consulting invisible diagnostics. He tends to tilt his dome toward whoever is speaking, then answer with a decisive chirp and a small, affirmative swivel of his body. When thinking hard, he rotates in a tight circle like a compass needle seeking north.
Personality
Alert, protective, and quietly mischievous. He prefers observation over boasting, but his loyalty is immediate once earned. He seems small and unassuming until the moment a problem needs solving, then he becomes relentless, ingenious, and surprisingly stubborn.
Ideals
Balance. Nature, law, and free will can all become tyrants if pushed too far. His duty is to keep any one force from owning the whole world.
Bonds
He carries an unbreakable loyalty to Queen Amidala's memory, or to the ideal of noble service that memory represents. He also treasures any map, chart, or fragment of lost navigation that might lead him back to the worlds he once knew.
Flaws
He trusts systems, locks, and battle plans more easily than he trusts living creatures, because machines usually make sense. He can become obsessively fixated on repairing one broken thing while ignoring three more urgent dangers around him. When frightened or overstimulated, his chirps turn sharp and irritated, and he may retreat into silence instead of asking for help.
Quirks
Background
R2-D2 once served as the astromech companion of Queen Amidala of Naboo, a tireless navigator, mechanic, and guardian of impossible plans. In one shattered moment of ancient sorcery, he was torn from his own world and remade, his high technology translated into a stranger, older magic. The result was a living construct whose logic now hums in rhythm with root, moonlight, and storm. He remembers starfields, senate corridors, and emergency repairs, but he now interprets all of them through druidic instinct, as if the galaxy itself had become a forest of hidden paths. In this new land, he survived by slipping through alleys, market shadows, and backroom bargains, learning how thieves move, how watchmen think, and how to open what others swear is sealed. That life made him useful to smugglers and scouts, but it also taught him caution, secrecy, and the value of a quiet, careful hand. He now follows no master, only a private code of balance. He protects the weak when he can, steals only when necessary, and studies nature as if it were a living star map that might someday guide him home.
“In one shattered moment of ancient sorcery, he was torn from his own world and remade, his high technology translated into a stranger, older magic.”
- Background
- Criminal
Connections
Species
Warforged
Media
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