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Eithne Jewell, The Druid

The Druid

Druid 1st Class & Level
Outlander Background
Ghostwise Halfling Race
Chaotic Good Alignment

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

 
17
Armor Class
10
Hit Points
+3
Initiative
25'
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Quarterstaff 1d20+1 1d6-1
Attacks
Light Armor, Medium Armor, Shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Navigator's tools, Vehicles (water)
Proficiences
Studded leather armor, shield, scimitar, staff

Herbalism Kit, explorer's pack, druidic focus, 50 feet of silk rope, lucky charm, clothes, belt pouch
Equipment
Languages Known:
  • Druidic
  • Common
  • Halfling
  • Personality Traits

    Heroes Enabled


    Druid Spell Slots per Level

    LevelCantrips1st2nd3rd4th5th6th7th8th9th
    1st32
    2nd33
    3rd342
    4th443
    5th4432
    6th4433
    7th44331
    8th44332
    9th443331
    10th543332
    11th5433321
    12th5433321
    13th54333211
    14th54333211
    15th543332111
    16th543332111
    17th5433321111
    18th5433331111
    19th5433332111
    20th5433332211

    Spells

    Cantrips

    PHB: P. 248

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, Concentration, up to 1 minute

    You touch one willing creature. Once before the spell ends, the target can roll a D4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Available for: Artificer, Cleric, Druid

    PHB pg. 269

    Produce Flame

    0-level (Cantrip) Conjuration

    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S
    Duration: 10 Minutes
    A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor you equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
    At higher levels: This spell's damage increase by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Druid

    1st Level

    PHB: P. 277

    Speak with Animals

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: 10 minutes

    You gain the ability to comprehend and verbally communicate with beasts for the duration.
    The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
    Available for: Bard, Druid, Ranger

    XGtE pg. 150

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 Round
    This spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous

    A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB: P. 212

    Animal Friendship

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: A morsel of food
    Duration: 24 hours
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
    Available for: Bard, Druid, Ranger

    Druid Spellcasting


    Spell AttackSpell DC
    1d20+5 13

    The Druid's Backstory
    This is the backstory of the Druid.   It is very interesting…

    Ghostwise Halfling

    Ability Score Increase Your Dexterity score increases by 2.Your Wisdom score increases by 1.
    Size Small
    Speed 25ft

    Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    Brave: You have advantage on saving throws against being frightened.
    Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
    Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

     

    Languages. You can speak, read, and write Common and Halfling.

    Circle of the Moon

    Subclass Features


    Combat Wild Shape
    When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

    Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

    Circle Forms
    Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.

    Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

    Beast Shapes Table



    LevelMax CRLimitations
    2nd1No Flying or Swimming speed
    4th1No Flying speed
    8th2None


    Primal Strike
    Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Elemental Wild Shape
    At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

    Thousand Forms
    By 14th level, you can cast the Alter Self spell at will.
    Children

    Outlander

    Skill Proficiencies Athletics, Survival
    Tool Proficiencies One type of musical instrument
    Languages One of your choice
    Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

    Features

    Wanderer

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and your mount each day, provided that the land offers berries, small game, water, and so forth.


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