General
- Dark green skin
light green eyes
muscular
long horizontal scratch on lower shell
Blood type: B+
Echo
Echo - Dire Wolf - Pet/Mount
+3 Stealth
+3 Perception
Darkvision
12 AC
Large
50 feet Movement
Pack Tactics
37 HP
Str 18
Dex 14
Con 14
Int 8
Wis 13
Cha 5
Bite +7 to hit. 1d10+4 Bleed
DC 15 STR Save against being knocked Prone
Druid - Circle of the Shepherd
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Wild Shape
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.
Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
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.
Circle of the Shepherd
Speech of the Woods
You gain the ability to converse with beasts and many fey.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you're incapacitated
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Mighty Summoner
Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Khao (Jungle)
- +1 to Wisdom
Proficiency in Nature
Druid In-Training
You gain a cantrip from the druid spell list and cast it at character level
You gain proficiency in the Animal Handling skill, and with a Herbalism Kit.
Tortle
- Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Feats/ASI's
- Tough - Gained at LVL 4
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Warcaster - Gained at LVL 8
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
World Wanderers
- Attribute Cap Increase - +2 Constitution
Boon of the Linnorms
Primal Surge - Loyalty 2
As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 Primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.
Ranger Training
All members of the World Wanderers are progressively trained in practical abilities, known to all those truly dedicated to the Way of the Ranger.
Loyalty 3
Your Ranger training has granted you advantage on Survival checks made to track humanoids.
Loyalty 5
Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.
Loyalty 7
Your training in travelling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.
Loyalty 9
Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.
Loyalty 11
You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spells once per long rest.
-Worldly Standing VINPC - Deen'Has: Quetzalcoatl Samurai.
Healing is in her blood:
Whenever a member of the World Wanderers would be healed by a spell or the Healer feat they are healed for an additional 3 hit points.
Languages
-Druidic
-Common (Leaf)
-Aquan (Lesser)
-Sylvan (Seelie)
-Draconic ~ Academy
Class/Racial Features & Traits