Remove these ads. Join the Worldbuilders Guild

Khabaruz

Druid 3 Class & Level
Selesnya Initiate Background
Centaur (Fey) Race
Neutral Good Alignment

Strength 18
+4
Dexterity 14
+2
constitution 15
+2
intelligence 9
-1
wisdom 18
+4
charisma 7
-2
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+4 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
-2 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
-1 Arcana
+4 Athletics
-2 Deception
-1 History
+4 Insight
-2 Intimidation
-1 Investigation
+6 Medicine
+1 Nature
+6 Perception
-2 Performance
+0 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills
  • Skills: Medicine, Nature, Perception, Persuasion, Survival
  • Saves: Int, Wis.

  proficiencies

 
15
Armor Class
24
Hit Points
+2
Initiative
40'
Speed

Weapon

Attack

Damage

Hooves 1d20+6 1d4+4 bludgeoning damage
Spear 20/60 1d20+6 1d6+4 or 1d8+4 piercing damage
ChargeMove at least 30' straight toward a target & hit w/ a melee weapon, then immediately follow w/ a hooves attack as a bonus action.
Attacks

Spellcasting:

Spellcasting Ability: Wisdom. Spell Save DC: 14. Spell Attack Bonus: +6. Prepared druid spells: 7 (wis mod + druid level).

Cantrips:

  • Druidcraft: predict the weather or create an instantaneous, harmless sensory effect.
  • Infestation: 30', con save 14, 1d6 poison & move 5' in a random d4 direction if possible, no AoO.
  • Magic Stone: bonus action, 3 pebbles, 60', +6 to hit, 1d6+4 bludgeoning.

1st Level (4 slots):

  • Charm Person: 30' wis save 14, advantage if we're fighting it, becomes charmed & regards us as friendly acquaintances for 1 hour, will know it was charmed afterwards, +1 target/lvl.
  • Cure Wounds: touch heals 1d8+4 HP, +1d8/lvl.
  • Earth Tremor: within 10' other than me, dex save 14 or 1d6 bludgeoning & knocked prone & difficult terrain. +1d6/lvl.
  • Detect Magic: ritual, sense the precense of magic within 30' of me, use another action to see a faint aura around any visible creature or object that bears magic and learn its school of magic, if any. concentration 10 mins.
  • Guiding Hand: ritual, tiny incorporeal hand of shimmering light within 5', name a major landmark such as a city, mountain, castle or battlefield on the same plane as me that has been mapped by someone in history, if so the hand moves away from me at the same speed I moved in the direction of the landmark. concentration 8 hours.
  • Ice Knife: 60' range, +6 to hit, 1d10 piercing & hit or miss w/in 5' of target dex save 14 or 2d6 cold, +1d6/lvl

2nd Level (2 slots):

  • Animal Messenger: choose a tiny beast within 30', specify a location & recipient who matches a general description, speak a message of up to 25 words, messenger flies 50 mi over 24 hours or 25 mi on ground, +48 hours/lvl.

Proficiences

Circle of the Land

  • Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
  • Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. 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), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
  • Circle Spells: You always have circle spells prepared and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Grassland
Druid Level_Spells
3rd-invisibility, pass without trace
5th-daylight, haste
7th-divination, freedom of movement
9th-dream, insect plague
Spellcasting

Wild Shape:

You can use your action to magically assume the shape of a beast that you have seen before for 1 hour (half druid lvl down) twice per short or long rest. 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.

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

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.

Equipment
I'm uneasy if I can't see plants growing or feel soil beneath my feet.
Personality Traits
Life. Preserving life and nature is always a worthwhile endeavor.
Ideals
I love beasts and plants of all kinds, and am loath to harm them.
Bonds
I have a fierce temper that doesn't reflect the inner calm I seek.
Flaws

Proficiencies

  • Armor: nonmetal light & medium armor, nonmetal shields.
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: herbalism kit, woodcarvers tools.
  • Languages: Common, Sylvan, Loxodon, Druidic.

Equine Build

  • Carry Capacity: 540 lbs.
  • Push, Drag, Pull: 1080 lbs.
  • Climbing costs quadruple rather than double movement.

Background Feature:

Conclave's Shelter: As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave ill shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed spells.

Selesnya Guild Spells:

  • Cantrip: druidcraft, friends
  • 1st: aid, animal friendship, charm person
  • 2nd: animal messenger, calm emotions, warding bond
  • 3rd: plant growth, speak with plants
  • 4th: aura of life, conjure minor elementals
  • 5th: awaken, commune with nature


Physical Description:

Age: 21. Height: 6' 6". Weight: 960 lbs. Eyes: Emerald Green. Skin: Swarthy. Hair: Blood Bay.

Evangel (special role):

Evangels extend their hands to potential converts and welcome new initiates into the life of the Selesnya Conclave. They include fervent preachers who speak the will of the Worldsoul in the promenades and marketplaces, humble missionaries who serve among the poor in the darkest districts of the city, and even centaur warriors who evangelize in Gruul territories where words of war speak louder than prayers of peace. When you become an evangel, you gain one additional contact from a guild other than the Selesnya Conclave, which can be someone you have met in your adventures or chosen from the Non-Selesnya Contacts table earlier in this section. In your new role, you belong to a vernadi and can expect help and support from that community, but you spend your time away from it, operating with a great deal of independence. When you return to your vernadi, you teach and train new initiates.
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.

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


Created by

MadMaxwellP216.

Statblock Type

Character Sheet (Legacy)

Link/Embed