Nixie StormChaser | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Nixie StormChaser

Circle of Dreams Druid 7 Class & Level
Outlander Background
Water Genasi Race
Neutral Good Alignment

Strength 12
+1
Dexterity 15
+2
constitution 16
+3
intelligence 14
+2
wisdom 18
+4
charisma 13
+1
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+7 Animal Handling
+2 Arcana
+4 Athletics
+1 Deception
+2 History
+4 Insight
+1 Intimidation
+2 Investigation
+7 Medicine
+5 Nature
+7 Perception
+1 Performance
+1 Persuasion
+2 Religion
+2 Sleight of Hands
+5 Stealth
+7 Survival
skills Athletics, Survival,Nature,Perception,   Skill Feat: Animal Handling, Medicine,Stealth   Languages: Common, Aquan, Drudic, Sylvan proficiencies

 
13
Armor Class
62
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamageSpecial
Trident 1d20+3 1d6 1d8 T (20/60)V 1d10
Javelins 1d20+3 1d6 T (30/120)
Cantrips
Frostbite 2d6
First Level SpellLevel 1Level 2Level 3Level 4
Thunderwave 2d8 3d8 4d8 5d8
Cure Wounds 1d8+4 2d8+4 3d8+4 4d8+4
Healing word 1d4+4 2d4+4 3d4+4 4d4+4
Ice Knife 1d20+7 1d10 2d6 3d6 4d6 5d6
Second Level SpellLevel 2Level 3Level 4
Earth Tremor 1d6 2d6 3d6 4d6
Snilloc’s Snowball Swarm 3d6 4d6 5d6
Moonbeam[roll:2d10 3d10 4d10
Third Level SpellLevel 3Level 4
Erupting Earth 3d12 4d12
Tidal Wave 4d8 5d8
Call Lighting 3d10 4d10
Fourth Level SpellsLevel 4
Blight 8d8
Ice Storm 2d8 4d6
Attacks
Light Armour, Medium Armour, Shields
Clubs, daggers, darts, javelins, maces, quarterstaff,scimitars, sickles, slings, spears and tridents
Herblism kit

Proficiences
Spell Save DC: 15

Cantrips: Frostbite, Druid craft, Shape water, Mood Cloud

Wild Shape: 2x per short/long rest Max. CR: 1/2 No fly speed

Balm of the Summer Court: 6d6's
Spellcasting
Funds:
100pp 1,670gp 100ep 00sp 00cp

Leather Armour
Trident and Javelin
Explorer's Pack (backpack, bedroll, a mess kit, a tinderbox, 10 touches, 10 days of rations, water skin, and 50ft of hempen rope)
A staff, a hunting trap, A horn from an Almirja, a set of travelers clothes
A Decanter of Endless water
Ribbons (many colors)
2 - 500gp Diamond
Staff of Withering.
2 blue potions(normal), 2 greater, 1 superior, 1 supreme.
Equipment
Nothing can shake my optimistic personality
Pulling gentle pranks is my favorite form of affection
Personality Traits
The natural world is more important then all the constructs of civilizations
Ideals
I suffer awful visions of a coming disasters and will do anything to prevent it
Bonds
I can't keep a secret to save my, or anyone's life
Flaws
Wander: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

You have resistance to acid damage.
You can breathe air and water.
You have a swimming speed of 30 feet.

You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Wild Companion
At level 2, you can burn a Wild Shape to instead Find Familiar, as the spell. The animal is a Fey spirit, and disappears after half your druid level in hours.

Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain the expended dice when you finish a long rest.

Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Feats:
Skills: Gain proficiency in 3 additional skills
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Decanter of Endless Water

Adventuring Gear Uncommon

This stoppered flask sloshes when shaken as if it contains water. The decanter weighs 2 pounds.   You can use an action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • "Stream" produces 1 gallon of water.
  • "Fountain" produces 5 gallons of water.
  • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Weight: 2 lbs


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Trident

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Martial 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Javelin

Melee Weapon Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 30/120 ft Thrown

Cost: 5 sp Weight: 2 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

dnd 5e

Healer’s kit

Generic Variant Common

10 use's automatic succes on Medicine only for stabilizing

Cost: 5gp Weight: 3lb


 

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiences

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

Creating a Druid
When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.   Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.  
 


Class Features

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.

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.

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.

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. Druid Circle
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape 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.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Wild Shape Improvement At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing 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 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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

Colliatur Reavor


Hit Points

Hit Dice: d8 per Colliatur Reavor level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per colliatur reaver level after 1st

Proficiences

Armor: None
Weapons: Simple weapons, short swords
Tools: Choose one type of artisan’s tools or thieves’ tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Persuasion, Sleight of Hand and Stealth

Overview & Creation

Run, you puny undead monstrosity—you shall not escape the radiant wrath of the chosen agents of the colloid! The colliatur reaver is a lethal adversary unlike any other—with crystal-suffused skeletons, these master of their own, strange fighting style can exert superb control over their crystalline components, shaping them into truly deadly claws. More importantly, they can generate crystalline, razor-sharp filaments they can emit and wield with a precision unknown in the realms above, cutting undead and the foes of the reaver into deadly ribbons.   Contents [show]   Creating a Colliatur Reaver When you make your colliatur reaver, think about your awakening as a colliatur. Do you remember your life before the transformation? Perhaps you once were a true blackguard, a dastardly foe, now mellowed out by the influence of the colloid. Or you once were a divine champion of good, now struggling to adapt to a new world-view. Your ability to control your crystalline parts is impressive and beyond what other colliatur can accomplish—so how were you chosen? Do you simply have a talent for the art? Or were you groomed in a strange process within the colloid’s crystalline depths to be its executioner? Perhaps you have deliberately sought the art and transformation to execute your own revenge against the forces of darkness? The existence as a colliatur reaver may be a journey to self-awareness via combat, an enlightenment arising from conflict or it may be a revenge-driven quest to annihilate undead.   Work with your GM to make the unique concept of your character shine as brightly as the crystalline filaments you’ll use to wreck your foes.   Quick Build: You can make a colliatur reaver quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution. Second, choose the hermit or urchin background.


Class Features

Level Proficiency Bonus Martial Arts Crystal Points Features
1 +2 1d4 - Unarmored Defense, Martial Arts, Claws of Crystal
2 +2 1d4 2 Crystal Powers, Jack-in-the-Limb
3 +2 1d4 3 Reaving Tradition
4 +2 1d4 4 Ability Score Improvement
5 +3 1d6 5 Extra Attack, Pacifying Strike
6 +3 1d6 6 Colloid’s Blessing, Reaving Tradition feature
7 +3 1d6 7 Evasion, Stillness of the Colloid
8 +3 1d6 8 Ability Score Improvement
9 +4 1d6 9 Thunder Adaption
10 +4 1d6 10 Pure as Crystal
11 +4 1d8 11 Reaving Tradition feature
12 +4 1d8 12 Ability Score Improvement
13 +5 1d8 13 Tongue of the Mortals
14 +5 1d8 14 Diamond Soul
15 +5 1d8 15 Live by Light
16 +5 1d8 16 Ability Score Improvement
17 +6 1d10 17 Reaving Tradition feature
18 +6 1d10 18 Colloid’s Body
19 +6 1d10 19 Ability Score Improvement
20 +6 1d10 20 Avatar
  Class Features As a colliatur reaver, you gain the following class features.   Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equal 10 + your Dexterity modifier + your Charisma modifier.   Martial Arts At 1st level, your skills with deadly, crystalline martial arts grant you mastery of combat styles that emphasize crystalline claws and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:   You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed attacks and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strikes or monk weapon. This die changes as you gain Colliatur Reaver levels, as shown in the Martial Arts column of the Colliatur Reaver table. When you use the Attack action with an unarmed strike or monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Colliatur Reavers tend to train with monk weapons that emphasize piercing and slashing damage, featuring strange and often alien weaponry. These weapons have a lot of variations in name and specific design, but utilize the game statistics provided for simple weapons, only changing the damage type as appropriate.   Claws of Crystal Also at 1st level, you learn to exert a level of control over your crystalline claws. You may cause the crystals of your body to cover your hands in razor-sharp claws. You can change the damage type inflicted with your claws as a bonus action. Your claws can inflict either bludgeoning, piercing or slashing damage and you are proficient with them. Crystalline Claws are treated as unarmed attacks for the purposes of the Martial Arts class feature.   Crystal Powers Starting at 2nd level, the structures of crystal underlying your physiology enhance your potency in combat, granting you wondrous powers. These powers are represented by a number of crystal points.   Your Colliatur Reaver level determines the number of crystal points you have, as shown in the crystal points column of the colliatur reaver table. You can spend these points to fuel various crystal powers. You start knowing three such features: Flurry of Blows, Patient Defense and Crystal Refraction. You gain more crystal powers as you gain levels in this class. When you spend a crystal point, it is unavailable until you finish a short or long rest, at the end of which your body regenerates its potent powers. You must spend at least 30 minutes of the rest and eat and drink, since your metabolism fuels your powers. Some of your features require your target to make a saving throw to resist the feature’s effect. The saving throw DC is calculated as follows:   Crystal Powers save DC = 8 + your proficiency bonus + your Constitution modifier   Crystal Refraction You may expend a crystal point as a bonus action on your turn to recharge your Crystal Refraction racial feature and use it an additional time before requiring a long rest. When you do, you also negate the exhaustion level increase incurred by using your Crystal Refraction racial feature.   Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 crystal point to make two unarmed strikes as a bonus action.   Patient Defense You can spend 1 crystal point to take the Dodge action as a bonus action on your turn   Jack-in-the-Limb Also at 2nd level, you gain the Jack-in-the-Limb feat.   Reaving Tradition When you reach 3rd level, you commit yourself to a reaving tradition: The Crystal Cannonade or the Reaving Vortex, all detailed at the end of this class description. Your tradition grants you features at 3rd level and again at 6th, 11th and 17th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Pacifying Strike Starting at 5th level, you can interfere with an opponent’s body and mind, instilling a sense of the profound quietude and calmness of the colloid inside them. When you hit another creature with a weapon granted or modified by the class features of the colliatur reaver, you may spend 1 crystal point to attempt to calm the creature. The target must succeed on a Constitution or Wisdom saving throw (target’s choice) or become charmed until the end of your next turn. If the creature is subject to a spell or effect that instills murderous rages, subject to the confused condition or similar effects that are based on an emotional response, the target receives another save against these effects. Additionally, barbarian rages and similar features are suppressed for as long as the target is charmed.   Colloid’s Blessing At 6th level, all your attacks with weapons modified or granted by this class are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, any attacks made with the Claws of Crystal class feature receive +1 to attack and damage rolls. This bonus increases to +2 at 10th level and +3 at 15th level.   Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or devastating spells due to your enhanced reflexes. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Stillness of the Colloid Also at 7th level, you can use your action to end one effect on yourself that is causing you to be frightened. Additionally, you may spend 1 crystal point as part of using this feature to immediately end one type of ongoing damage you suffer from, as your crystalline physiology supports your mortal parts.   Thunder Adaptation Starting at 9th level, you lose your racial vulnerability to thunder damage.   Pure as Crystal At 10th level, you can touch upon the pristine beauty refracted through your crystal components to destroy your foes. Your may now also choose to deal radiant damage with your Claws of Crystal class feature.   Tongue of the Mortals Starting at 13th level, you learn to touch the primal longing and sense of aesthetics in other minds, so that you can understand all spoken languages of mortal creatures. Any creature that can understand a language can understand what you’re saying. However, immortal creatures with no natural maximum life span seem to be curiously exempt from this: You can’t communicate with such beings in this way. You may spend 1 crystal point as part of uttering any statement to render your speech completely intelligible gibberish to immortal creatures.   Diamond Soul Beginning at 14th level, your strange physiology grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 crystal point to reroll it and take the second result.   Live by Light At 15th level, your crystalline components support your whole physiology, drawing sustenance from exposure to bright lights like those emitted by the colloid’s crystals. If you spend at least 1 hour during a long rest soaking in light from a very bright source, you do not need to eat, drink or sleep for 24 hours.   Colloid’s Body Beginning at 18th level, you can use your action to spend 4 crystal points to generate a crystalline sheathe of exoskeleton-like armor that lasts for one minute.   While this armor is active, you have resistance to all damage types except thunder and you are immune against the frightened and charmed conditions.   Avatar Beginning at 20th level, you become one of the avatars of the colloid. Whenever you roll for initiative and have no crystal points remaining, you regain 2 crystal points. Additionally, when using your Colloid’s Body class feature, you may expend an additional 2 crystal points (for a total of 6) to become immune against all damage types except thunder for the duration.   However, if you do, you incur one level of exhaustion once the duration of Colloid’s Body elapses.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) shortsword or (b) any simple weapon 10 darts (a) dungeoneer’s pack or (b) an explorer’s pack

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Genasi (Water)

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 30ft, Swim 30ft

Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Languages. Common, Aquan

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 236

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube,
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

XGtE pg. 164

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30 Feet
Components: S
Duration: Instataneous or 1 hour
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard
]

Level 1 Spells

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

PHB pg. 238

Entangle

1-level Conjuration

Casting Time: 1 Action
Range/Area: 90 Feet
Components: V, S
Duration: Concentration, Up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Available for: Druid

Player's Handbook 5e

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Druid, Wizard

PHB pg. 239

Faerie Fire

1-level Evocation

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V
Duration: Concentration, Up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Bard, Druid

PHB: P. 246

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a sprig of mistletoe
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

PHB

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: touch
Components: V, S
Duration: Instantanious
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: The healing increases for 1d8 for each slot above the 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

Xanathar's Guide to Everything, page 157 & Elemental Evil Player's Companion, page 19

Ice Knife

1-level Conjuration

Casting Time: 1 Action
Range/Area: 60ft + 5ft sphere at target area
Components: S, M
Materials: A drop of water or a piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
1d10+3d6 1d10+4d6 1d10+5d6 1d10+6d6 1d10+7d6 1d10+8d6 1d10+9d6 1d10+10d6
Available for: Druid, Sorcerer, Wizard

XGtE pg. 155

Earth Tremor

1-level Evocation

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. if the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard
]

Level 2 Spells

XGtE P. 165 / EE: P. 22 / PotA: P. 240

Snillocs Snowball Swarm

2-level Evocation

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: a piece of ice or a small white rock chip
Duration: Instantaneous
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Wizard

PHB: P. 255

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 261

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: several seeds of any moonseed plant and a piece of opalescent feldspar
Duration: Concentration, Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-footradius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
  When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
  A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
  On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
  Wizards of the Coasts (2018): The words “up to” now appear in “move the beam up to 60 feet in any direction.”
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d1O for each slot level above 2nd.
Available for: Druid

PHB: P. 277

Spike Growth

2-level Transmutation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: seven sharp thorns or seven small twigs, each sharpened to a point
Duration: Concentration, Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Available for: Druid, Ranger

PHB: P. 237

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Fur or a feather from a beast
Duration: Concentration, Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following Effects - the target gains the effect until the spell ends. Bear's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.   Bull's Strength: The target has advantage on Strength Checks, and his or her carrying Capacity doubles.   Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.   Eagle's Splendor: The target has advantage on Charisma Checks.   Fox's Cunning: The target has advantage on Intelligence Checks.   Owl's Wisdom: The target has advantage on Wisdom Checks.
At higher levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB: P. 250

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1*D4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1*D4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid
]

Level 3 Spells

XGtE P. 168 / EE: P. 22 / PotA: P. 240

Tidal Wave

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a drop of water
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Available for: Druid, Wizard, Sorcerer

XGtE P. 170 / EE: P. 23 / PotA: P. 241

Wall of Water

3-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a drop of water
Duration: Concentration, Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Available for: Druid, Sorcerer, Wizard

PHB: P. 220

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.   Wizard of the Coast (2018): In the first paragraph, “100 feet” is now “within range.” In the second paragraph, “within range” is now “under the cloud.”
At higher levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
Available for: Druid

PHB: P. 276

Sleet Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: a pinch of dust and a few drops of water
Duration: Concentration, Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.   Wizard of the Coasts (2018): The start of the third paragraph now reads, “If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make …”
Available for: Druid, Sorcerer, Wizard

Earth Magic

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: A piece of obsidian
Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard
]

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