Cassio Piaget | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Cassio Piaget

Druid 5 Class & Level
Sailor Background
Genasi (Water) Race
Neutral Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 12
+1
intelligence 11
+0
wisdom 18
+4
charisma 14
+2
Total Hit Dice 5
Hit Die
1d8+1
+2 proficiency bonus
+1 Strength
+3 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+3 Arcana
+3 Athletics
+1 Deception
+0 History
+7 Insight
+1 Intimidation
+0 Investigation
+4 Medicine
+0 Nature
+7 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills Athletics, Perception, Insight, Arcana   Languages: Common, Primordial proficiencies

 
14
Armor Class

Hit Points
+3
Initiative
30 ft
Speed
Light Crossbow 1d20+6 1d8+3
Ammunition (range 80/320), loading, two-handed
Scimitar 1d20+6 1d6+3
Finesse, light
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, navigator's tools, vehicles (water).
Proficiences
Spell Save DC: 15
Spell Attack Modifier: +7

Cantrips: Mending, Thunderclap, Primal Savagery [Shape Water due to Race, Guidance due to Druid of the Stars]
Prepared Spells: Charm Person, Ice Knife, Fog Cloud, Pass Without Trace, Locate Object, Augury, Animal Messenger, Aura of Vitality, Call Lightning, Conjure Woodland Beings, Wall of Fire [Create/Destroy Water due to Race, Guiding Bolt due to Druid of the Stars] (Can change freely at a long rest)

Spellcasting
CP: 77 SP: 4 EP: 0 GP: 1309 PP: 5
Brass Guild Badge

Leather Armor
Light Crossbow
Scimitar
Explorer's Pack
Backpack
Bedroll
Mess Kit
Tinderbox
Torches (10)
Rations (10)
Waterskin
Rope (100 ft)
Druidic Focus (Atlas of the World)
Belaying Pin (Club)
Lucky Charm (Skull Dice)
Bag of Ball Bearings

Magic Items:
Fiesta Cake (Edible short rest)
Common Health Potion (3)
Uncommon Health Potion (3)
Rare Health Potion (2)
Very Rare Health Potion (1)
Fiesta Candy (33)
Indestructible Party Hat
Pot of Awakening (With Aeonium Arborum
growing)

Equipment
Cassio is very bookish, often immersing himself in knowledge and getting distracted.
He is reverent of nature, the sky, and the sea, but not necessarily towards man-made works.
He is adventurous to the point of carelessness, but dutiful to a fault.
A perfectionist to his work, but a bit of a slob elsewhere.
Loves to tell stories and tales he's picked up over the years.
He is prideful, sometimes to a hubric degree.
Personality Traits
Anything worth doing is hard.
We all do the work, so we all share in the rewards.
The greater purpose takes priority over all errands.
The dreams of one's ancestors are heirlooms; treasure them and see them through.

Goals:
• Someday I'll claim The Polaris and live on the seas.
• I'll finish the atlas my mother's family began, exploring the whole world and taking note of all that I
see.
• I'm looking to meet my grandfather, "The Wondersmith", and unravel the secrets of that side of my
family.

Ideals
Cassio has two older brothers, Crucius and Canis.
Crucius is a humanitarian who never had the same love for the natural world as his family, and ended up becoming a cleric and adventuring the world with a different party, forsaking his rights to The Polaris.
Canis is a charlatan and rogue who has always been rotten, hence why he was not given the Polaris. He has been wandering as a beggar and charlatan for a while now, sleeping around with richer women, and always asks Crucius and Cassio for money.
Cassio was closest to his human mother Stella, who died when Cassio was 9. She was a serene woman who met Cassio's father as she was captive on a pirate ship. She is the one who carried on the tradition of completing the atlas, from her side of the family.
Cassio's father Orion was the captain of The Polaris for many years, where it served as a merchant vessel. Now, Orion has retired and his second mate Elizabeth Hampton runs the ship, and was holding it until Cassio was old enough to inherit it. Now, Orion is old and grizzled and lives alone in his seaside cabin. Orion's family is mysterious, and Cassio has never met them.
Cassio never met his paternal grandfather, but heard him referred to as a "Wondersmith" (Cassio is unaware, but this is where his genie heritage begins).
Bonds
Cassio is extremely attached to his atlas. If he were ever unable to retrieve it (even though it is magically bound to him), he wouldn't know what to do with himself.
He is also very headfirst, and will always choose the more direct path over any detours.
He thinks he's smarter than he actually is.
Flaws
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.

Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your
adventuring companions. You might sail on the ship you served on, or another ship you have good
relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you
can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will
determine how long it takes to get where you need to go. In return for your free passage, you and your
companions are expected to assist the crew during the voyage.
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.

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. Others spot the
message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without
magic.
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. Max CR 1/4.
Star Map:
While holding this map, you have these benefits:
You know the guidance cantrip.
You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against
the number of spells you can have prepared.
You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This
ceremony can be performed during a short or long rest, and it destroys the previous map.
Starry Form:
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather
than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints
glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a
10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you
dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your
body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus
action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous
arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal
to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell
slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit
points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom
check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or
lower on the d20 as a 10.
Cosmic Omen
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die.
Until you finish your next long rest, you gain access to a special reaction based on whether you rolled
an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a
saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to
the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a
saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number
rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: instantaneous
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

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: S
Duration: instantanheous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

SRD

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: S
Duration: instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Druid

Level 1 Spells

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VS
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Xanathar's Guide to Everything 5E

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 ft
Components: Somatic, Material
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 5ft 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 above 1st. 
Available for: Druid, Sorcerer, Wizard

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB: P. 248

Guiding Bolt

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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: Cleric

Level 2 Spells

SRD

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A forked twig, or focus
Duration: Concentration, up to 10 mintutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

SRD

Pass without Trace

2-level Abjuration

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce, or focus
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Available for: Druid, Ranger

PHB

Augury

2-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: specially marked sticks, bones, or similar tokens worth at least 25 gp
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Level 3 Spells

SRD

Aura of Vitality

3-level Enchantment

Casting Time: 1 action
Range/Area: self (30 foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Available for: Cleric, Druid, Paladin

SRD

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 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 within range 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 under the cloud. 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.
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Available for: Druid

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

Level 4 Spells

PHB

Conjure Woodland Beings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: one holly berry per creature summoned
Duration: Concentration, 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.
  The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
  The GM has the creatures' statistics. You can see some sample creatures below.
 
CR Creature
1/4 Blink Dog, Sprite
1/2 Satyr
1 Dryad
2 Sea Hag
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

PHB

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a small piece of phosphorous
Duration: Concentration, 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
  When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
  One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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


Created by

Ginjajewfro.

Statblock Type

Character Sheet (Legacy)

Link/Embed