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Chogg

Druid 4 Class & Level
Haunted One Background
Gith Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 15
+2
constitution 17
+3
intelligence 21
+5
wisdom 22
+6
charisma 10
+0
Total Hit Dice 4
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+7 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+7 Arcana
+0 Athletics
+0 Deception
+5 History
+6 Insight
+0 Intimidation
+7 Investigation
+8 Medicine
+7 Nature
+6 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+8 Survival
skills Arcana, Investigation, Nature, Survival proficiencies

 
14
Armor Class
40
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamage
Quarterstaff+21d6/8 Bludgeoning
Sling + 1+121d4+4 Bludgeoning
Rapier+31d8+3 Piercing
Attacks
Armour - Light, Medium armour, Shield.

Weapons - Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

Herbalism Kit

Proficiences
Spell | Attack | Damage
Primal Savagery | +8 | 1d10 Acid
Infestation | +8 | 1d6 Poison
Thornwhip | +8 | 1d6
Ice Knife | +8 | 1d10+2d6
Flame Blade | +8 | 3d6
Acid Arrow | +8 | 4d4


Spellcasting
Sling, +1

Backpack

Bedroll

Boomerang

Chest

Crowbar

Hammer

Holy Symbol

Holy Water (flask)

Leather
Light ArmorLeather

Manacles

Mess Kit

Mirror, Steel

Oil (flask)

Quarterstaff

Rapier

Rations (1 day)

Rope, Hempen (50 feet)

Utility, Exploration

Stake (Wooden)

Tinderbox

Torch

Waterskin

Container

Yew Wand

Equipment
I spend money freely and live life to the fullest, knowing that tomorrow I might die.
I put no trust in divine beings.
Personality Traits
I have a dark calling that puts me above the law. (Chaotic)
Ideals
There’s evil in me, I can feel it. It must never be set free.
Bonds
I have an addiction.
Flaws
Proficiencies
Survival
Nature

Druidic
You know Druidic, the secret language of druids.

Spellcasting
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 14, Spell Attack +6) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

Wild Shape
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.
You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Wild Shape: 1 Action
Uses:
/
Short Rest
Wild Shape forms - Wolf, Giant Wolf Spider, Black Bear
Druid Circle
Circle of the Land (Forest)
Bonus Cantrip

Natural Recovery
Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.
Natural Recovery: (No Action)
/
Long Rest
Circle Spells
You gain access to circle spells for your associated land. A circle spell counts as a druid spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Languages
You can speak, read, and write Common and one extra language.
Sylvan
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Hide Armor

Medium Armor Common

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Type AC STR Req. Stealth Dis. Properties
Medium 12 + Dex Modifier (max 2)

Cost: 10 gp Weight: 12 lb


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 
[block: ]

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Githzerai, Gith subrace

Ability Score Increase +2 Wis
Size Medium
Speed 30ft

  • Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
  • Githzerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.   When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.   Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Infestation

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials A living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range Self
Duration Instantaneous
Components S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Druid, Cleric (Nature Domain),

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S, M
Materials The stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Druid, Cleric (Nature Domain)

Level 1 Spells

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 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): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

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

Level 2 Spells

Flame Blade

2-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.   The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Class(es): Druid

Melf's Acid Arrow

2-level Evocation

Casting Time 1 Action
Range 90ft
Duration Instantaneous
Components V, S, M
Materials powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Class(es): Wizard, Artificer (Alchemist), Druid (Circle of the Land (Swamp)), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

Isicklekain.

Statblock Type

Character Sheet (Legacy)

Link/Embed