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Dragonstone Labrodite

Druid 3 Class & Level
Hermit Background
Gem Race
Neutral Good Alignment

Strength 8
-1
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 15
+2
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
-1 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+2 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+4 Medicine
+0 Nature
+4 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills Languages:
  • Common
  • Giant
  • Dwarven
  • Primordial
  • Sylvan
  • proficiencies

     
    17
    Armor Class
    26
    Hit Points
    +2
    Initiative
    30
    Speed
    Attacks
    light armor, medium armor, shields.
    clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears.
    herbalism kit,
    Proficiences
    Drawing on the divine essence of 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 Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

    Preparing and Casting Spells

    The Druid table shows how many Spell Slots you have to cast your Spells of 1st 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 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 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 "Equipment") as a Spellcasting focus for your Druid Spells.

    Spellcasting
    scimitar
    leather armor
    druidic focus
    shield
    Equipment
    I am working on a grand philosophical theory and love sharing my ideas.
    Personality Traits
    Self Knowledge: If you know yourself there's nothing left to know.
    Ideals
    Should my discovery come to light, it could bring ruin to this world.
    Bonds
    I'd risk too much to uncover a lost bit of knowledge.
    Flaws
    Crystalline fibers
    stone skin
    stone cunning
    timeless body

    Defensive Duelist

    Dexterity 13 or higher

    When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


    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.

    Level 0 Spells

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 30ft
    Duration Instantaneous or 1 Hour
    Components S

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
    • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 5 ft
    Duration Instantaneous
    Components S

    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Bard, Druid, Sorcerer, Warlock, Wizard
    ]

    Level 1 Spells

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 1 minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

      Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Bard, Druid

    PHB, page 243

    Fog Cloud

    1-level Conjuration

    Casting Time 1 action
    Range 120ft
    Duration Concentration, 1 hour
    Components V, S

    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

    Class(es): Druid, Ranger, Sorcerer, Wizard

    Longstrider

    1-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration 1 hour
    Components V, S, M
    Materials A pinch of dirt

    You touch a creature. The target's speed increases by 10 feet until the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Bard, Druid, Ranger, Wizard
    ]

    Level 2 Spells

    Moonbeam

    2-level Evocation

    Casting Time 1 action
    Range 120ft
    Duration Concentration, Concentration, up to a minute
    Components V, S, M
    Materials Several seeds of any moonseed plant and a piece of opalescent feldspar

    A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.  
    When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.  
    A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.  
    On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
    3rd level: 3d10 radiant damage
    4th level: 4d10 radiant damage
    5rd level: 5d10 radiant damage
    6rd level: 6d10 radiant damage
    7rd level: 7d10 radiant damage
    8rd level: 8d10 radiant damage
    9rd level: 9d10 radiant damage

    Class(es): Druid

    Spider Climb

    2-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, Concentration, up to an hour
    Components V, S, M
    Materials A drop of bitumen and a spider

    Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

    Class(es): Sorcerer, Warlock, Wizard

    Spike Growth

    2-level Transmutation

    Casting Time 1 action
    Range 150ft
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S, M
    Materials Seven sharp thorns or seven small twigs, each sharpened to a point

    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.  
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

    Class(es): Druid, Ranger
    ]

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


    Created by

    jmckee22.

    Statblock Type

    Character Sheet (Legacy)

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