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Cov Scal

13 Level (0/140000 XP for level-up) Forest of Dreams Background Metal Spiketail Vryntralla Race / Species / Heritage Chaotic Good Alignment
Circle of Sun/Moon Druid
Level 13
Hit Dice: 13/13
1d10+5 Class 1
Fey Wanderer Ranger
Level 0
Hit Dice: 0/0
1d10+5 Class 2

STR
16
+3
DEX
16
+3
CON
20
+5
INT
12
+1
WIS
22
+6
CHA
12
+1
125
Hit Points
+8
Initiative (DEX)
15
Armor Class (AC)
+5
Prof. Bonus
35 Walking/Swimming/Climbing
Speed (walk/run/fly)
3 / 3
Wildshape!
4 / 4
Nature's Veil!
4 / 4
Tireless!
3 / 3
Spiketail Training!
3 / 3
Guided by Nature!
Spellcasting ...
+11 Attack mod
WIS Ability
+6 Abi Mod
19 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+8 Strength
+8 Dexterity
+5 Constitution
+1 Intelligence
+11 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+11 Animal Handling WIS
+1 Arcana INT
+8 Athletics STR
+7 Deception CHA
+1 History INT
+6 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
+12 Medicine WIS
+16 Nature INT
+11 Perception WIS
+12 Performance CHA
+12 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar +9 DEX 1d6+1+3 Slashing
 Simple, One-Handed, Light
Tail +8 STR 1d4+1+3 Piercing
 Simple, Versatile
Bite +8 STR 1d6+1+3 Bludgeoning
 Simple, Versatile
Attacks

Spell Book

Vryntralla!
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Cold Sensitivity
Dinosapiens are warm-blooded, but not as well-adapted to cold temperatures as other humanoids. You have disadvantage on all Constitution saving throws against cold damage and cold environmental conditions.


Saurian Speech
Through scents, sounds, and gestures, you can communicate simple ideas to Large or smaller beasts who are a natural part of Nature: amphibians, birds, crocodilians, dinosaurs, other reptiles, and pterosaurs, for instance. Dinosapiens love animals. They were the first to domesticate the smaller species of dinosaur, and often keep small birds or reptiles as pets.


Heat Resilient
The bony plates along your spine enable you to dissipate excess body heat more efficiently than other dinosapiens. You have resistance to fire damage, and advantage on all ability checks or saving throws to endure hot environments.


Cantrip
You know one cantrip of your choice from the cleric or druid spell list. Wisdom is your spellcasting ability for it.


Natural Weapon
You have a tail attack that does 1d4 + your Strength modifier piercing damage. You may attack with your tail even if your hands are occupied.


Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.


Hold Breath
You can hold your breath for up to 15 minutes at a time.


Spiketail Training
Spiketails are known as keen observers of behavior, and are instilled with a love of spiritual pursuits at a young age. Three times per day can choose to have advantage on two of the following skill checks of your choice: Animal Handling, Arcana, Insight, or Religion.

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Druid Features!
Wildshape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

- You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


Wildshape Improvement
At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

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Druid Subclass Features!
Combat Wildshape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.


Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.


Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Elemental Wildshape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.


Unleash Sunlight
When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. You absorb sunlight and as a bonus action, you can unleash the radiance within. When you transform with this ability, creatures within 15 feet of you must make a Constitution saving throw or be blinded until the start of your next turn. For the next one minute you gain the following effects.

You gain the following properties when you transform:

- You shed bright light in a radius of 15 feet, and dimlight for another 15 feet. The bright light is sunlight.

- When you take fire or radiant damage, you can instead gain temporary hit points, up to a total of your Druid level. Once you have gained temporary hit points this way up to your Druid level, you no longer gain temporary hit points and gain resistance to fire and radiant damage.

- Once per turn, when you deal fire or radiant damage on your turn, you can deal an additional 1d4 fire or radiant damage to that enemy.


Burning Lights
Starting at 6th level, once per turn on your turn, when you roll fire or radiant damage against a creature that is in bright light, you can add your Wisdom modifier to one roll of that damage.

Additionally some of your fire spells are enhanced into a scaling additional damage to fire or radiant damage to spells, like 1d4, 2d4 at level 10, 3d4 at later levels.


Embracing Radiance
At 10th level, As an action while you are transformed, you can end the effect early, releasing your stored energy in a beam of light 60 feet long and 10 wide. Each Hostile creature in the line must make a Dexterity saving throw, or take Xd8 radiant damage. X is based on half your druid level rounded down. For all allies they are healed instead and remove all debuffs/Void Effects. You can only do this Twice Per Long Rest.

--------------------
Ranger!
Deft Explorer
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.


Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling in forest, desert, or mountain areas for an hour or more in your favored terrain, you gain the following benefits:

- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.


Primeval Awareness
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.


Nature's Veil
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

--------------------
Ranger Subclass Features!
Dreadful Strikes
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.


Otherworldly Glamour
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.


Beguiling Twist
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.


Fey Reinforcements
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Features & Traits
Wooden Shield
Magical Scimitar
Leather Armor
Explorer's Pack
Yew Wand
Waterskin of Magical Cheese
Yorhara Power Core
Potion of Superior Healing
Helm of Comprehend Languages
Moondrop
Giant Cactusman Spine
--------------------
Magic Items
Brooch of Shielding
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.


Potion of Fire Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of fire giant strength turns your strength score into 25 strength.


Helm of Comprehending Languages
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.


Potion of Speed
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.


Moss Agate
Gain +1 to medicine checks.


Handy Fork
This fork while in possession of it's user grants the Mage Hand cantrip to there cantrip list.

--------------------
Familiars & Misc
Montgomery
This stegosaurus bee is attuned to nature naturally through it's biology, you are able to use it as a herbalism kit and can detect impurites to nature in the current area you are in. This familiar also can use the help action.

------
Nonactive Familiars!
Cheese Spider
Ice Cream Birds
Pineapplesaurus
Eggs on Breadhead
Dinosaur Cat
Seven Swarms of Chompers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 53550, Platinum: 0 Money
Cantrips!
Cantrips
Mold Earth, Druidcraft, Mending, Primal Savagery, Light, Create Bonfire, Control Flames


Druidic Warrior
Produce Flame, Shape Water

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Spells!
Circle of the Sun
Flame Blade
Flaming Sphere
Daylight
Fireball
Fire Shield
Wall of Fire
Dawn
Flame Strike


1st Level
Detect Magic
Animal Friendship
Cure Wounds
Jump
Longstrider
Healing Word


2nd Level
Warding Wind
Silence


3rd Level
Polymorph
Dispel Magic
Erupting Earth
Enhance Ability
Speak with Plant


4th Level
Grasping Vine
Freedom of Movement
Greater Restoration


5th Level
Commune with Nature
Contagion


6th Level
Heal


Conga Leader!
Wall of Force
Wall of Light
Spellcasting
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity, Wisdom
Language: Common, Draconic, Druidic, Primordial, Elvish

Languages & Proficiencies
Dragon Features!
--------------------
Guided By Nature
When you make any ability check or saving throw and the roll result is a 1-3, you may treat it as if you rolled a 20 instead. You may do so up to your Prof Mod, regaining expended uses upon completing a long or short rest.


Naturia Tactics
Your summons from conjure animals can attack once with you during your attack action or AOP with advantage applying Feats or on hit effects( Like Smite or Sentinel). Once per round and up to your Wis or Con mod per long rest.


Vitality of the Beasts and Hearts
While in Wild Shape or Raging, you may still cast healing spells or conjure animals and, then add an additional amount of Healing equal to your Wisdom and Constitution modifier to up to one ally targeted by the healing spell or, when you cast Conjure animals they gain Temp hp based off your your Wisdom and Constitution modifier. Up to your prof Mod per short or Long rest.


Naturia's Defenders
While in Wild Shape or Raging, you may cast concentration (Max of One) or healing spells from your summons of conjure animals. You aren't considered concentrating on that spell if it's casted from a summon but, once the creature dies/poofs the spell ends and is canceled. Can do this Prof Mod times per Long or Short Rest.


Life's Radiance
Like a flower, you bloom in the lights of the Elders. During the day or night Nature's Life Radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an item to interact to supplicate and lay hands upon you to regain Hit Points and remove a Debuff or 1 Paranoia. Each time this ability heals someone, it decreases in strength. It restores 4d12 Hit Points to the first creature, 4d10 Hit Points to the second, 4d8 Hit Points to the third, and 4d6 Hit Points to the fourth, after which Life Radiance Ends. This ability resets every Dusk and Dawn.


The Beasts of Nature
There is life within all of nature and it's creatures. You gain access to Wild Shape up to once per dawn. If you already have a Wild Shape; You gain an additional one instead.


Yggdrasil Bark
Attuning with Nature's Majesty grants you and your allies protection from harm. Whenever you or an ally would be damaged by a weapon, spell, or an ability, you may use your reaction to summon a defensive bark around yourself and up to X allies that were damaged within 30 feet of you (X is you Wisdom mod rounded up and a Min of 1). Once this armor is summoned, you may apply Life's Radiance healing dice individually to those affected, then you give them your Wisdom Mod in Damage Reduction to all Damage Types. In addition to this, while affected by the armor those affected have their Saving Throw and Skill Check critical thresh-holds reduced by half of your Wisdom Mod (Rounded Down; minimum of a 1). This armor lasts until the start of your next turn. You may use this ability three times per long rest.

DISCLAIMER!
Yggdrasil's Bark stacks with other forms of DR. Using Life’s Radiance with Yggdrasil Bark still reduces the dice per instance of healing. The critical threshold reduction means that the range for what is considered a critical success is increased (think something similar to Champion’s ability to make their attack crit range 19-20, but instead for skill checks and saving throws). Rolls that are considered critical successes due to this ability allow you to use Nature’s Prosperity.


Giving the Good Pets
You learn the spell Conjure Animals. If you don't have a spell-casting feature or don't have the appropriate spell slot yet, you may use this spell twice per long rest. Additionally, once per round, you or an ally may use an item interaction to pet a creature summoned by Conjure Animals or Guardians of Yggdrasil. Doing so heals the creature summoned by Conjure Animal or Guardians of Yggdrasil for 1d4 + their Wisdom Mod + their Con Mod HP.


Yggdrasil Umbra
You've become one with the essence of Nature and your body is honed and protected from it's harsh effects. You gain immunity to Poison damage and resistance to Acid, non magical Slashing, Piercing, and Bludgeoning. If you already have Resistance to any of the following, you gain DR based off half your Wisdom Mod instead. This DR stacks with other instances of DR.

--------------------
Dragon Vow!
Nature's Prosperity
As an action, you gain a 30 foot aura that gives advantage to all saving throws to your allies for a minute or go unconscious. Whenever you roll a 20, you and your allies within the aura heal for half of the total rolled. You can use this ability twice, and regain expended uses upon completing a long rest.


Guardians of Yggdrasil
When activating Nature's Prosperity, you summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range of 60 feet. Choose one of the following options for what appears:

- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey. These creatures will disappear after they drop to 0 HP or when the Dragon Vow ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

--------------------
Feats!
Chef
Time spent mastering the culinary arts has paid off , granting you the following benefits:

- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with cook’s utensils if you don’t already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.


Wis Resilient
Choosing wisdom. You gain the following benefits:

- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in wisdom saving throws.


Alert
Always on the lookout for danger, you gain the following benefits:

- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.


Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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