Fam Arboreal | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Fam Arboreal

rogue(Scout)/druid(Wildfire)) 9 Class & Level
Forest of Dreams Background
Dryad(Fall) Race
CN Alignment

Strength 6
-2
Dexterity 20
+5
constitution 14
+2
intelligence 12
+1
wisdom 20
+5
charisma 20
+5
Total Hit Dice 9
Hit Die
1d8+2
+3 proficiency bonus
-2 Strength
+9 Dexterity
+2 Constitution
+5 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+13 Animal Handling
+1 Arcana
-2 Athletics
+9 Deception
+1 History
+5 Insight
+5 Intimidation
+4 Investigation
+5 Medicine
+9 Nature
+5 Perception
+13 Performance
+5 Persuasion
+1 Religion
+13 Sleight of Hands
+8 Stealth
+13 Survival
skills

 
18
Armor Class
67
Hit Points
+4
Initiative
35
Speed
Attacks
Sleight of hand(exp), stealth, Animal handling(exp), Deception, Performance(exp), investigation, Nature(exp), Survival(exp)

Dex save, Int save

Simple weapons, hand crossbows, longswords, rapiers, shortswords

Common, Sylvan, Thieve's cant, Druidic
Proficiences
a rapier, short-bow, quiver (20 arrows), two daggers, and thieves’ tools, druidic focus, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin.

Herbalism kit
1 greater healing
1 superior healing
3 common healing
Necklace of Fireballs
Mushroom Dust
Vial of weird void goop
bag of holding
potion of greater healing
8 red currants
1 white currant
Brazier of Commanding Fire Elementals
shiny rock from mountain
40870gp
Equipment
1: Rogue lvl 1: Expertise, Sneak Attack, Thieves’ Cant
2: Druid lvl 2: Wild Shape, Druid Circle (wildfire)
3: Rogue lvl 3: Roguish Archetype (scout)
4: Druid lvl 4: cunning action, +2 dex, Telepathic (cha)
5: Druid lvl 1: Druidic, spellcasting
6: Druid lvl 6: Druid circle feature (wild fire)
7: Rogue lvl 7: Evasion
8: Rogue lvl 8: Telekentetic, +2 cha, uncanny dodge
9th: Rogue
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Dryad (Fall):
  • Barkskin. You have naturally occurring tough skin covering you from head to toe. When unarmored, your Armor Class is equal to 13 + your Dexterity modifier.

  • Forest Blend. You have advantage on Stealth checks made to hide amongst foliage, trees, and other plant life. As well advantage on Survival Checks in the Forest or Fey.

  • Dyradian: Your creature type is both fey and humanoid. Given that your physiology is primarily composed of plant matter, you are vulnerable to fire damage.

  • Tree Stride: Over time you have learned the skill of using trees as a type of transportation. Once a turn, you can step magically into one living tree within your reach and emerge from a second living tree within 30 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Medium or larger.

  • Poison Immunity. You are immune to poison damage and the poisoned condition.
    --------------------------------------------------
    Hendrix:
    -Plant from the Sublime: Psychedelics have smoked from the Tree of the Sublime gaining a state of being others couldn't achieve. Choose two ability scores and increase their cap to 22.

  • All the Pots: Whenever you drink a potion, your pact symbols glow like a sublime rainbow and whenever you drink a potion you double their potency. Healing Pots double dice, Giant Pots last for 2 hours and makes you Humongous, Heroism Pots double temp hp changing the bless die to a d8 and last longer, and Etc. This can be used up to your Prof Mod until your next Long Rest.

  • Pass the Vibes: Whenever you're getting high you could give that good old second-hand high. Whenever you use a Roll or Potion you made. You could share those effects with another hunter within 20 Feet of you. You can do this Twice per Short or Long Rest.

  • Rolls from the Tree of Psychedelics: You can make any amount of Blunts with the regular stuff but, If You want to prepare that good shit; Magical Blunts; so they can assist you or others in hunts/sessions/campaigns. You can roll up an amount equal to Intelligence or Wisdom modifier + Your 1/2 level (Max of 15) to make that good shit at the beginning of the first session or after a long rest. At the end of the final session; the Magical Blunts you have left can be sold to increase the reward value for the group. If not, their magical effects wear off at the end of 2 weeks.

  • Purple Haze: As an action, you smoke one of your plants of sublime gaining Advantage on all Saving Throws Except Constitution for one minute. As long as Purple Haze is active you have a state of being to bring your Sublime Dreaming to the world. As a purple mist surrounds you giving you advantage to any one skill check. This Skill must be chosen once you activate Purple Haze. This Vow can be used twice per until your next Long Rest.

  • Features & Traits

    Heroes Enabled

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    Created by

    SmartinBJK.

    Statblock Type

    Character Sheet (Legacy)

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