+2 | Strength |
+4 | Dexterity |
+11 | Constitution |
+6 | Intelligence |
+13 | Wisdom |
+2 | Charisma |
+2 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+5 | Insight |
+0 | Intimidation |
+0 | Investigation |
+9 | Martial |
+9 | Medicine |
+0 | Nature |
+9 | Perception |
+0 | Performance |
+0 | Persuasion |
+4 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+9 | Survival |
Languages |
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Common (Waste), Orclin (Waste), Terran, Druidic, Thieves' Cant |
Source | Benefits |
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Class - Druid | Armor: Light, Medium, Shield Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism Kit Skills: Nature,Survival |
Sub Origin - Twice Cursed | Tool Proficiency - Glassblower's Tools |
Faction - Factionless | Tool Proficiency - Woodcarver's tools Skill - Perception |
Faction - The Watch Wall | Cap Increase - +2 Dex Tool Proficiencies – Mason's tools, Potter's tools |
Faction - The Dark Pact | Cap Increase - +2 Wis Tool Proficiency - Calligrapher's Supplies |
Faction - The Linnorm Lords | Cap Increase - +4 Constitution Tool Proficiency - None |
Faction - Shackled Legion | Tool Proficiency - Painter's Tools Instrument Proficiency - Hand Drum Sentence (6MV) Blasphemy - Benefit: You gain proficiency in the Religion skill. If you are already proficient, you instead gain a +2 on Religion checks. Marks of Service The Iron Brand - +5 HP Flame Serpent Sleeve - Resistance to Fire Damage The Old Hand - Thieves' Cant |
Academies | Expertise > Calligrapher Supplies Terran |
Cantrips |
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Toll of the Dead, Guidance and Thaumaturgy |
Spell level | Spells Prepared |
---|---|
1st | Healing Word(D), Heroism(D), Bane, Guiding Bolt, Cure Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith. |
Cantrips |
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Thorn Whip, Primal Savagery, DruidCraft, Resistance, Magic Stone |
Spell level | Spells Prepared |
---|---|
1st | Absorb Elements, Purify food and drink. |
2nd | Spider Climb(M), Spike Growth(M), Lesser Restoration(C), Healing Spirit(C), Pass Without Trace. |
3rd | Lightning Bolt(M), Meld Into Stone(M), Mass Healing Word(C), Life Transference(C), Conjure Animals, Dispel Magic, Wind Wall, Erupting Earth. |
4th | Stone shape(M), Stoneskin(M), Death Ward(C), Polymorph(C), Conjure Woodland Beings, Freedom of Movement, Blight, Wall of Fire. |
5th | Passwall(M), Wall of Stone(M), Raise Dead(C), Mass Cure Wounds(C), Transmute Rock, Greater Restoration. |
6th | Transport Via Plants, Heal. |
Crafting Token(s): 199 Gold: 37,625.46 |
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Badlands | Twice Cursed |
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Gain 10 extra hit points and gain a +2 to all saving throws | Whenever you receive a penalty to attack rolls, saving throws or AC, you are healed an amount of hitpoints equal to the penalty. This only counts the first time you receive a given penalty in a combat. |
Feats | Benefits | ||||||||||
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Resilient(Consitution) | +1 to Constitution Score and Gain Proficiency in Constitution saving throws | ||||||||||
Ability Score Increase | +2 to Wisdom Score | ||||||||||
Cistern | You tap into the natural healing power of the subterranean aquifers that run beneath all manner of terrain. You gain the following benefit: You gain a second list of Circle spells (Cistern) when you take this feat. These spells follow the same rules as all other circle spells and are as follows:
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Class Features Druid | Benefits | Spell Casting Divine Caster | As a druid, Jeckyll is capable of drawing upon the divine essence of nature to cast spells. He is also capable of ritual casting spells. He may also use a spell casting focus to further simplify the casting of these spells. The following table depicts Jeckyll Spell slots per long rest.
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Wild shape | Jeckyll gains the ability to transform into any 1 CR beast. This last 1/2 Druid Level rounded down hours. | ||||||||||
Circle of The Land (Mountain) | Gain a Bonus Cantrip and the following spells become druid spells for Jeckyll and always has them prepared.
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Natural Recovery | Jeckyll can regain some of his magical energy by sitting in meditation and communing with his nightmares. During a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half his druid level (rounded up), and none of the slots can be 6th level or higher. He can't use this feature again until he has finished a long rest | ||||||||||
Land's Stride | Moving through nonmagical difficult terrain costs Jeckyll no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, He has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. | ||||||||||
Nature's Ward | Jeckyll can't be charmed or frightened by elementals or fey, and is immune to poison and disease. |
Class Feature - Redemption Cleric | Ability |
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Martyr | Whenever Jeckyll would heal another ally with a spell, Jeckyll may choose to take damage equal to the spell's level, if he does so he may heal the ally an additional amount of hit points equal to three times the damage taken. |
Well of Giving | You have +1 hit points per cleric level. |
Domain Spell | 1st - Healing Word, Heroism |
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.