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Sol Nightshade

Feral Tiefling Race
Druid Coven Origin
Wildfire Druid 778 Class & Level
Neutral Good Alignment
Lathander Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 12
+1
wisdom 18
+4
charisma 10
+0
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+1 Arcana
+1 Athletics
+0 Deception
+1 History
+4 Insight
+0 Intimidation
+1 Investigation
+7 Martial
+7 Medicine
+7 Nature
+7 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+5 Stealth
+7 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
67
Hit Points
+2
Initiative
30
Speed
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: Nature, Perception, Survival
Languages: Common, Sylvan, Primordial
Proficiences
Druid | Wisdom | Level 7

Cantrips: Thorn Whip, Druidcraft, Create Bonfire.

Always Prepared Spells: Burning Hands, Cure Wounds, Flaming Sphere, Scorching Ray

Prepared Spells:

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.((8 Spells Prepared))

Spellcasting Ability
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Fire Spells: Add 1d10 to damage, and +1 to the DC.

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

Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Spellcasting
Wooden Shield, Scimitar, Leather armor, Scale Mail, an explorer’s pack((Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 day rations, waterskin, 50 ft. hempen rope)), 1 potion of minor healing, and a druidic focus(Mesquite Wood Wand).

Wildfire Lantern - Wonderous - Druidic Focus - Rare - Attunement A lantern of unknown origin. The metal twists and flakes in an almost alien design. Spirits seem to however be drawn to it. A home for a friend. Your wildfire spirit can remain manifested as long as it remains inside the cage of the lantern and you are holding it. While the spirit is active and you are holding it it casts bright light in a 20ft radius.

While you are holding it and it is active it is unable to move or teleport unless you release it as an action, it can still attack. After it is released it acts as if you summoned it normally and returns to the cage when it is defeated or called back. When it returns to the cage it goes into a state of dormancy until you take a long rest. Focused Fire. When you cast a fire based spell or have the spirit attack while inside the lantern it deals an additional 1d10 fire damage and any DC's on the spells you cast that are fire based increase by 1.

50ft of Rope
Climber's Kit
Journal
Ink
Quill

Sol has copied the tapestry((Other Group))
Potion Vila of potent golden glowing liquid(do not drink)((Other Group)).

Stim Wand
Wonderous -Wand - Uncommon (Attunement)

Healing Charge. This wand has 4 charges and regains 1d4+1 charge each dawn. As an action you can spend 1 charge to cast the cure wounds spell at first level. This spell heals for 1d8+5 instead of using your spellcasting modifier. If all charges are used, roll a d20. On a 1 the wand turns to steam and is destroyed.

Burst of life. As an action you can spend all of the charges at once, requires all 4 charges, to cast the mass cure wounds spell. If you use this feature and the wand is not destroyed the wand does not regain charges for 48 hours.

1 300 gp diamond.

Currency: 75 pp, 0 gp, 0 sp, 0 cp.
Equipment
Mad Man
Stat Array
Warcaster
1st level feat: Warcaster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

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    Druidic
    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.

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    Wild Shape
    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. ((Currently: CR 1/2, No fly speed.))

    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.

    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.

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    Summon Wildfire Spirit
    Summon Wildfire Spirit
    You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

    The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

    The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    WILDFIRE SPIRIT - Small elemental - Armor Class 13 (natural armor) - Hit Points 5 + five times your druid level((25))
    Speed 30 ft., fly 30 ft. (hover)

    STR 10 (+0) - DEX 14 (+2) - CON 14 (+2) INT 13 (+1) - WIS 15 (+2) - CHA 11 (+0) -
  • Damage Immunities fire - Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12 - Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

  • Actions
    Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.((Attack: 6 / Damage: 1d6+2 Fire))

    Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.((Save Dc: 14 / Damage 1d6+2 Fire))

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

    The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

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    Wild Companion

    Wild Companion
    2nd-level druid feature
    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.

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    Wild Shape Improvement

    Wild Shape Improvement
    At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

     

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    Cantrip Versatility
    Cantrip Versatility
    4th-level druid feature
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the druid spell list.

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    Ability Score Improvement
    Ability Score Improvement: Intelligence +1, Wisdom +1

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    5th Level feat
    5th Level Feat: Skilled (Martial, Animal Handling, Perception.)

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    Enhanced Bond
    Enhanced Bond: The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

    In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.


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    Skill Expert
    Skill Expert
    Wisdom +1
    Proficiency in Stealth
    Expertise in Nature.

    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

    Crouza.

    Statblock Type

    Verum Character Sheet

    Link/Embed