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Valindra Miamaris

Wood Elf Race
Courtier Origin
Moon Druid 5 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 15
+2
constitution 13
+1
intelligence 14
+2
wisdom 18
+4
charisma 12
+1
Total Hit Dice 5
Hit Die
1dd8+1
+3 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+5 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+2 History
+7 Insight
+0 Intimidation
+2 Investigation
+4 Martial
+4 Medicine
+5 Nature
+7 Perception
+0 Performance
+3 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
38
Hit Points
+2
Initiative
35
Speed
Attacks
Druid-
Armor- Light armor, medium armor, shields, no metal
Weapons- clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tootls- Herbalism kit
Saving throws- int, wis
Skills- Nature, Animal Handling

Elf-
Weapons - Longsword, Shortsword, shortbow, longbow
Skills - Perception

Languages- Common, Elvish, Druidic, draconic, Primordial

Courtier
Skills- Insight Persuasion
Languages Draconic Primordial
Proficiences
Spell save DC14
Spell Attack +6
Cantrips: 3 Known
Slots: 4/3/2/0/0/0/0/0/0
------------------------------------------------
Cantrips
magic stone
produce flame
thorn whip

1st
Speak with animals
Ice knife
Longstrider
Detect magic

2nd
Summon Beast
Pass without trace
Heat metal

3rd
Call lightning
Wall of water

Spellcasting
725gp
  • Hide armor
  • Shield
  • quaterstaff
  • Leather armor
  • Explorers pack
  • Druidic focus
  • Fine clothes

  • Equipment
    Free level 1 feat
    Lucky - You have inexplicable luck that seems to kick in at just the right moment.
    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

    You regain your expended luck points when you finish a long rest.

    Elf-
    Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
    If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

    Fleet of Foot. Your base walking speed increases to 35 feet

    Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Druid
    2nd level - 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.

    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.

    Circle of the moon-

    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

    Combat Wild Shape
    You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Circle of the Moon Beast Shapes
    Level Max. CR Limitations
    2nd 1 No flying or swimming speed
    4th 1 No flying speed
    6th 2 No flying speed
    8th 2 —
    9th 3 —
    12th 4 —
    15th 5 —
    18th 6 —

    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

    Neemster51.

    Statblock Type

    Verum Character Sheet

    Link/Embed