Medium Dwarf, Geomancer, Any
Gloin is a 5th-level druid using Wisdom as spell casting ability. His spell save DC = 16, his Spell Attack is 1d20+8 . He knows the following spells: 1d20+7
Spell Level | Spell | Attack/Saving Throw, Range, Concentration | Effect(s) | Per Higher Level |
---|---|---|---|---|
0th (at will) also Mold Earth | Poison Spray | Range = 10 ft., Con Save | Fail =] 1d12 poison damage | |
Shocking Grasp | Range = Touch, | 1d8 lightning damage and target an't take reactions until the start of its next turn | ||
1st (4 slots) | Earth Tremor | AOE from self radius = 10 ft., Dex Save | Fail =] 1d6 bludgeoning damage and knocked prone. Area becomes difficult terrain if lose earth. | +1d6 |
2nd (3 slots) | Hold Person | Range = 60 ft., Concentration up to 1 min, Wis Save | Fail =] paralyzed. Save is repeated at end of creature's turn. | +1 target |
Spike Growth | Range = 150 ft., AOE radius = 20 ft., when moves into or within area damage per space | 2d4 piercing damage per space, area is difficult terrain. Area is camouflaged and Perception required if not seen casting | ||
3rd (2 slots) | Erupting Earth | Range = 120 ft., AOE cube with radius = 20 ft., Dex Save | Fail => 3d12 bludgeoning damage, Suc => 1/2 dmg. Terrain becomes difficult. | +1d12 |
Lightning Bolt | 100 ft. line from self, Dex Save | Fail => 8d6 lightning damage, Suc => 1/2 dmg. Ignites flammable objects | +1d6 | |
Meld into Stone | RITUAL, duration = 8 h, Touch | Step into stone object and be nondetectable by nonmagical means (read in guide) |
Healer
Gloin can stabilize an unconscious creature and heal it 1 HP as an Action.
Natural Recovery
During a Short Rest, Gloin can recover expended spell slots through meditation. 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. Upon using the feature, he must Long Rest to regain it.
Land's Stride
Gloin can move through nonmagical difficult terrain without expending extra movement.
Quarterstaff
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8+5
Healing Kit
Gloin heals a creature 1d6+4 + the creature's level. He can only do this on conscious creatures.