Kronk Vadalis | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kronk Vadalis

Druid 8 Class & Level
Noble Background
Human Varient Race
Lawful Neutral Alignment

Strength 15
+2
Dexterity 13
+1
constitution 15
+2
intelligence 11
+0
wisdom 16
+3
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
+0 Arcana
+2 Athletics
+3 Deception
+2 History
+3 Insight
+3 Intimidation
+0 Investigation
+3 Medicine
+2 Nature
+3 Perception
+3 Performance
+5 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills

 
12
Armor Class
59
Hit Points
+1
Initiative
30 ft.
Speed
Shillelagh 1d20+5 1d8+3
Unarmed Strike 1d20 [3]
Attacks
=== ARMOR ===
Light Armor, Medium Armor, Shields

=== WEAPONS ===
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

=== TOOLS ===
Herbalism Kit, Playing Card Set

=== LANGUAGES ===
Common, Druidic, Goblin
Proficiences
The common folk love me for my kindness and generosity.
My eloquent flattery makes everyone I talk to feel the most wonderful.
Personality Traits
Family. Blood runs thicker than water.
Ideals
The common folk see me as a hero of the people.
Bonds
By my words and actions, I often bring shame to my family.
Flaws
* Druidic • PHB 66
You know Druidic, the secret language of druids.

* Spellcasting • PHB 66
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

* Wild Shape • PHB 66
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 4 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

| 2 / Short Rest • 1 Action

* Druid Circle • PHB 67

| Circle of the Land

* Bonus Cantrip • PHB 68
You learn one additional druid cantrip of your choice.

* Natural Recovery • PHB 68
Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 4, and none of the slots can be 6th level or higher.

* Circle Spells • PHB 68
You gain access to circle spells for your associated land. A circle spell counts as a druid spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

* Wild Shape Improvement • PHB 66
While using your Wild Shape feature, you can transform into beasts of CR 1 or lower.
Features & Traits

Heroes Enabled

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

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

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

Bedroll

Adventuring Gear Common

Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.

Cost: 1 gp Weight: 7 lb


 

DnD 5e SRD

Mess Kit

Adventuring Gear Common

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Cost: 2sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

Dnd 5e SRD

Wooden Staff

Spellcasting Focus Uncommon

A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Cost: 5 GP Weight: 4 lb


 

The statblocks of your class features

Druid


Hit Points

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

Proficiences

Armor: light armour, medium armour, shields (druids will not wear armour or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: choose two from Arcana, Animal Handeling, Insight, Medicine, Nature, Perception, Religion, and Survivals

Starting Equipment

you start with the following equipment in addition to the equipment granted from your background   (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.

Grappler


Hit Points

Hit Dice: d12 per Grappler level
Hit Points at first Level: 12+CON Modifier
Hit Points at Higher Levels: 1d12+CON modifier per level past 1st

Proficiences

Armor: Light, medium, shields
Weapons: Simple, martial
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

A subclass of the barbarian, the Grappler has a number of wrestling styled moves available to them for use instead of weapons.


Class Features

Wrestling Moves
Starting at level 3, you gain access to the Grappler’s Wrestling Moves. All wrestling moves can only be performed on a creature of your size or smaller. You may chose up to 3 of the moves from this list. You may chose 2 more at level 7, 10 and 15.
Stamina Points
You have access to 4 stamina points at level 3. Every wrestling move requires the use of 1 of your stamina points. However, all moves also require start with a grapple. If the grapple fails, the stamina point is not consumed. If it succeeds, the point is used and is regained after a long/short rest.
Wrestling Move List
One Punch Man - As a reaction, if you take max damage from an attack and are raging, you can grapple the attacker through an athletics contest. If you succeed, roll 2d10+ twice your STR in damage. The opponent must succeed a CON save with the DC of your damage roll, or fall prone, becoming ungrappled.   Get Help! - You may grapple an ally (unopposed if ally is willing) and throw them at an enemy, 10 ft per positive STR modifier. (i.e. a strength of 16, with +3 STR modifier would mean 30 feet) Roll an athletics check, the DC being the CON score of the ally. If successful, the ally can use their reaction to attack the enemy for an automatic hit, twice your STR modifier being added to their damage roll. If the roll fails, the ally must make a DEX save with DC of the failed roll (i.e. the grappler fails with a 12, the dex save DC is 12) to land safely or take 1d10 times your STR modifier in nonlethal force damage and land prone in front of the target.   The Bane - You may lift your opponent above you knee, rolling an opposed athletics check. You then must succeed on a D20 + STR against the opponent's CON score. Damage is a D12 + STR. After damage is rolled, the opponent falls at your feet, ungrappled but prone.   Puny God - You may grab your opponent after an athletics contest. You lift your opponent and use them as a blunt weapon to hit someone else (or another object) within 5 feet of you. If you hit an object, the grappled opponent takes D10+STR damage. If you hit another opponent, make a proficient attack roll. If successful, the opponent slams into the other, the 'weapon' receiving D10+STR damage and the victim receiving a D10+STR+CON of the 'weapon'. The 'weapon' then falls prone, while the victim stays standing.   The Head Popper - You may grapple and toss prone an opponent after succeeding in an athletics contest. You then step on and press your foot onto the prone opponent's face. Make a proficient attack roll, with a DC of the opponent's Constitution Score + CON modifier. If successful,roll a D10+STR for damage. The opponent receives the Dazed Status for one turn. If the opponent's HP drops below 0, they are instead instantly killed as their head is crushed.   Early Onset Multiple Sclerosis - You may grapple an opponent and toss them prone before you after succeeding in an athletics contest. You grab one of their feet, holding their leg straight. Roll a normal proficient attack roll against the opponent's AC. If successful, you do D10+STR damage and cripple them, restricting them to half their movement for the rest of the combat.   The Duck - You make an athletics contest for a grapple. If successful, you pick up your opponent and hurl them at another. Both parties take 1D8+STR damage and are knocked prone.


Starting Equipment

Barbarian Equipment


Spellcasting

None

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Mark of Handling Human

Ability Score Increase Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.

Don’t get sentimental. A beast is a tool. Our role is to find the right tool for the task and to make sure they’re of the finest quality. Nature is our kingdom; never forget that we were born to rule it. —Dalin d’Vadalis
  The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.   House Vadalis
Leader: Dalin d’Vadalis   Headquarters: Foalswood (near Varna, Eldeen Reaches)   Represented by the hippogriff, House Vadalis plays an important role in daily life, offering meat, mounts, and more. Vadalis isn’t one of the most powerful houses, but its barons are generally content; they’re more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d’Vadalis, disdains the use of a title and has no aspirations to nobility or greatness for himself or his house.   House Vadalis breeds and trains beasts for a wide range of purposes. While the house maintains vast cattle ranches and trains horses and hounds, the Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work; there’s a lot of turnover at the bulette ranch. But these exotic creatures aren’t enough to satisfy the most innovative members of the house, leading to the practice of magebreeding. Using dragonshard focus items, Vadalis has found ways to create magical creatures. Typically, this results in a superior version of a creature—an animal that is stronger, faster, and smarter. But rumors claim that Vadalis has crafted monsters of its own. Some rumors even insist that Vadalis is trying to magebreed better humans.   Wild Intuition
When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.   Primal Connection
You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells.   The Bigger They Are
Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature’s Intelligence score is 3 or lower.   Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.  
Spell Level Spells
1st animal friendship, speak with animals
2nd beast sense, calm emotions
3rd beacon of hope, conjure animals
4th aura of life, dominate beast
5th awaken

 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)

Level 1 Spells

PHB pg. 212

Animal Friendship

1-level Enchantment

Casting Time: 1 Actioin
Range/Area: 30 Feet
Components: V, S, M
Materials: A morsel of food
Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

Level 2 Spells

PHB: P. 224

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: V, S, M
Materials: Three nut shells
Duration: Concentration, Concentration, up to 1 minute
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 
  • 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 
  • 2–6 The creature doesn’t move or take actions this turn. 
  • 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 
  • 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.
Available for: Bard, Druid, Sorcerer, Wizard

Level 3 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + 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*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 4 Spells

PHB: P. 234

Dominate Beast

4-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.”
If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 5th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 6th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the Duration is Concentration, up to 8 hours.
Available for: Druid, Sorcerer

Level 5 Spells

PHB: P. 249

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300 feet
Components: V, S, M
Materials: a stone, a twig, and a bit of green plant
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Bard, Druid, Warlock, Wizard

Level 6 Spells

PHB: P. 256

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a bit of fur from a bloodhound
Duration: Concentration, Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
  This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Level 7 Spells

Polymorph

4-level Transmutation

Casting Time: 1 Action
Range/Area: 60 ft.
Components: Verbal, Somatic, Material
Materials: A caterpillar cocoon
Duration: Concentration, 1 Hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Druid, Sorcerer, Wizard

Level 8 Spells

Elemental Evil Player's Companion

Warding Wind

2-level Evocation

Casting Time: 1 Action
Range/Area: Self
Components: V
Duration: Concentration, up to 10 minute
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Available for: Bard, Druid, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


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