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Eissturm Verfolger

4 Level (1592/6500 XP for level-up) Pirate Queen's Blessing, Background Ursa Artic Race / Species / Heritage Alignment
Druid
Level 4
Hit Dice: 3/4
1d8+4 Class 1

STR
13
+1
DEX
11
+0
CON
19
+4
INT
16
+3
WIS
19
+4
CHA
17
+3
39
Hit Points
+0
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
Walk 30,Swim 30
Speed (walk/run/fly)
4 /
Wild Shape
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+4 Constitution
+5 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+3 Deception CHA
+3 History INT
+4 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
+4 Medicine WIS
+5 Nature INT
+6 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending
Shape Water
Mold Earth

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Create or Destroy Water
Guiding Star
Goodberry
Purify Food and Drink

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Moonbeam
Enhance ability
Summon Beast

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 12, Platinum: 0 Money
Vehicle (water)
Common, Umfuri and one more
herbalism kit

Alpha Shape

Prerequisite shapeshift
Your ability to shapeshift into animal forms has grown more powerful. While using the wild shape druid class feature or casting polymorph on yourself, you gain the following benefits:
  • You gain a +2 bonus to AC while in the beast form.
  • You gain a +2 bonus to your Strength, Dexterity, and Constitution scores.
  • When you take the Attack action, you can make an additional attack as a bonus action with one of the natural weapons you gain from your beast form.
  • The damage die type of the natural weapons of your beast form increases by one. For example, a d6 becomes a d8.

SRD

Enlarge Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A pinch of powdered iron, or focus
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Available for: Artificer, Bard, Druid, Sorcerer, Wizard

Languages & Proficiencies
can attune to 6 magic items that require attunement.

Attunement Slots
1

SKP


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Overwhelming Stave

Staff

Very Rare Druid Requires Attunement

This carved staff is covered in distorted figures of creatures with features of abnormal sizes. So long as you are Wild Shaped, you are under the effect of the enlarge spell.


The statblocks of your class features

Druid

When making a druid, consider why your character has such a close bond with Nature. Perhaps your character lives in a Society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a Forest. Perhaps your character had a dramatic encounter with the spirits of Nature, coming face to face with a Giant Eagle or Dire Wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic Eruption, which was interpreted as a sign that becoming a druid was part of your character’s Destiny.   Have you always been an adventurer as part of your Druidic calling, or did you first spend time as a Caretaker of a sacred grove or spring? Perhaps your Homeland was befouled by evil, and you took up an Adventuring life in hopes of finding a new home or Purpose.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution Bonus
hit points at higher levels: 1d8(5) + your Constitution Bonus
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
    ► (a) a wooden shield or (b) any simple weapon
    ► (a) a scimitar or (b) any simple melee weapon
    ► Leather armor, an explorer's pack, and a druidic focus
Spellcasting:
Drawing on the divine essence o f nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.   Cantrips At 1st level, you know two can trips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Can trips Known column of the Druid table.   Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1 st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   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.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1 st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
  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 chapter 5, "Equipment") as a spellcasting focus for your druid spells.   Sacred Plants and Wood A druid holds certain Plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants⁠ as part of a Spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.   Similarly, a druid uses such woods to make other Objects, such as Weapons and Shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with stre⁠ngth. These woods make excellent hafts or whole Weapons, such as clubs or quarterstaffs, as well as Shields. Alder is associated with air, and it might be used for Thrown Weapons, such as darts or javelins.   Druids from regions that lack the Plants described here have chosen other plants⁠ to take on similar uses. For instance, a druid of a Desert region might value the yucca tree and cactus plants⁠.
class features:
Druidic

Druidic

1st-Level Druid Feature
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

Wild Shape

2nd-Level Druid Feature
You can use your action to 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.
Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge rating of 1/4 or lower that doesn’t have a flying or Swimming speed.
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
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. 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.
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.
Timeless Body

Timeless Body

18th-Level Druid Feature
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells

Beast Spells⁠

18th-Level Druid Feature
You can cast many of your druid Spells in any shape you assume using Wild Shape. You can perform the somatic and verbal Components of a druid spell while in a beast shape, but you aren’t able to provide material Components.
Arch Druid

Archdruid

20th-Level Druid Feature
You can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic Components of your druid Spells, as well as any material Components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
subclass options:
Winter Phoenix, Nobel Beast
Level⁠Pro. BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement343
5th+33432
6th+3Druid Circle feature3433
7th+334331
8th+3Wild Shape improvement34332
9th+4343331
10th+4Druid Circle feature443332
11th+44433321
12th+44433321
13th+544333211
14th+5Druid Circle feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+64433332111
20th+6Archdruid4433332211

Circle of theNobel Beast, Druid

Druids that come from royal bloodline tend to follow the teachings within the Circle of the Noble Beast. These druids focus on the longevity of their wild shapes, preferring to retain their forms for extended periods of time. They are also keen on manifesting their nature based spells into their battle forms. You may choose this subclass at 1st level.
Features:
Nobel Shapes

Noble Shapes

1st-Level Druid, Circle of the Noble Beast Feature
You gain two free wild shape per day and can retain the animal form for a number of hours equal to your wisdom modifier + proficiency + your druid level (rounded up). In order to transform additional times after the second, you must succeed on a DC 10 Constitution saving throw. On a fail, you cannot attempt to do so again until your next short or long rest and each successive wild shape per day increases the DC by 5.
Privileged Forms

Privileged Forms

1st-Level Druid, Circle of the Noble Beast Feature
The rites of your circle grant you the ability to transform into more dangerous beast forms. Starting at 1st level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table). And due to your royal upbringing, you do not abide by the flight and swimming restrictions of most druids.
Starting at 4th level, you can transform into a beast with a challenge rating as high as your druid level
Sovereign of Nature

Sovereign of Nature

6th-Level Druid, Circle of the Noble Beast Feature
You can harness nature within your wild shaped form. While transformed, your natural weapons count as magical for the purpose of surpassing resistances. You can expend a spell slot to deal 1d6 fire, cold, or lightning damage per level of the spell slot when attacking an enemy with a natural weapon while transformed.
Bestial Servitude

Bestial Servitude

10th-Level Druid, Circle of the Noble Beast Feature
Animals bend to your will and recognize your royal and imposing visage. You can use your action to force an animal with an equal or lower( more than 2 lower is an instant fail) CR to make a wisdom saving throw. If the creature fails, it falls under a permanent dominate beast spell. They do not gain advantage on the save during battle and cannot make saves if they take damage. You may only have one beast dominated at a time.
Permanency Ordinance

Permanency Ordinance

14th-Level Druid, Circle of the Noble Beast Feature
You have mastered your noble wild shaping. You can stay wild shaped for an unlimited amount of time and the DC for additional shapes decreases to 10. However, you still need to eat, drink, and sleep in your animal's form. You must abide by that creature's food preference (ex. carnivore, herbivore, or omnivore).
When you become an archdruid at 20th level, you do not gain unlimited shaping but your DC for additional shapes decreases to 5.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Ursa

Size: Medium
speed: Walking 30 feet, 40 feet on all fours
Languages: Common Tongue, one of choice
race features:
Keen Smell

Keen Smell

Ursa

You have advantage on checks you make with the Wisdom (Perception) skill that rely on smell.
Powerful Build

Powerful Build

Ursa

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hooked Claws

Hooked Claws

Ursa

Your claws curve in a wicked arc, helping to sink deep into whatever you grasp. Your claws are natural weapons, which you can use to make unarmed strikes, if you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.   Your claws are well suited for grasping. You have a +2 bonus on any Strength (Athletics) checks made for climbing or for grappling.
Savage Bite

Savage Bite

Ursa

Your kind’s mouths contain pearly white instruments of death. You can use your bite to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Bear Aptitude

Bear Aptitude

Ursa

If they wish to they can drop down to all fours and increase their walking speed to 40 feet. However they cannot be carring anything in their hands.

Ursa, Arctic

ability score increase: +2 Str, +1 Dex, +1 Con
Size: Medium
speed: Your base walking speed is 30 feet, 40 feet on all fours and you have a swimming speed of 40 feet.
parent race: Ursa
race features:
One with the Cold

One with the Cold

Ursa

You have resistance to cold damage, and are naturally adapted to extreme cold (down to an ambient temperature of –30º).   Thanks to their clawed toes they can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn't cost it extra moment.
Marine Hunter

Marine Hunter

Ursa

Your kind practically dance through the waves, and are capable of leaping high into the air.
You have a swim speed of 40 feet.
You can also hold your breath for up to 1 hour.
You can also perform high jumps and long jumps from the surface of water as if it were a solid surface by “swimming” up from below (essentially breaching in a similar manner to dolphins or whales).   Due to a combination of your thick fur and hide. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.
A shield's benefits apply as normal while you use your natural armor.

Resilient

Choose one ability score. You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

WrenDarcy.

Statblock Type

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