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Tare

Dragonborn (White) Race
Guardian of the Wild Origin
Druid (Circle of the Land, Desert) 3 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 11
+0
constitution 14
+2
intelligence 15
+2
wisdom 16
+3
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+0 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+4 Arcana
+1 Athletics
+1 Deception
+2 History
+3 Insight
+1 Intimidation
+2 Investigation
+3 Martial
+5 Medicine
+6 Nature
+3 Perception
+1 Performance
+1 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
11
Armor Class
29
Hit Points
+0
Initiative
30
Speed
Quarterstaff 1d20+3 1d8+1
Frostbite 1d6
Attacks
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: Animal Handling, Arcana, Medicine, Nature, Survival


Languages: Common, Draconic, Druidic
Proficiences
Spell Save DC: 13
Spell attack modifier: 5

Spells Prepared: 6

Spells Slots:
- 1st level spells slots: 4
- 2nd level spells slots: 2

Cantrips:

Resistance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


Frostbite
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.


Druidcraft
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.

Spellcasting
Leather Armor
Druidic Focus
Pistol
Quarter Staff
Herbalism Kit
Explorers Pack
- a backpack
- a bedroll
- a mess kit
- 10 torches
- 10 days of rations
- a waterskin
- 50 feet of hempen rope
- 120 gold coins
- magical stopwatch
- 1 ammo crystal
- plants from the basement
Equipment
The Mad Man
Stat Array

Race Feats


Draconic Ancestry
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.


Breath Weapon
Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.


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Class Features


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.


Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.


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.


Wild Companion
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


Natural Recovery
During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level, rounded up. You can't use this feature again until you finish a long rest.


Circle Spells
You gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.





Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Grimtooth52.

Statblock Type

Verum Character Sheet

Link/Embed