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Fang

Druid 1 Class & Level
Outlander-Tribal Nomad Background
Gnome Race
Nuetral Alignment

Strength 12
+1
Dexterity 14
+2
constitution 17
+3
intelligence 17
+3
wisdom 18
+4
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+2 Dexterity
+3 Constitution
+5 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+3 Arcana
+3 Athletics
+0 Deception
+3 History
+4 Insight
+0 Intimidation
+3 Investigation
+4 Medicine
+5 Nature
+6 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+6 Survival
skills Common, Druidic, Gnomish, and Sylvan Languages.   Can use Herbalism Kit Can play Trombone proficiencies

 
15
Armor Class
11
Hit Points
+2
Initiative
25
Speed
WeaponAttackDamageRangeSpell Effect
Scimitar 1d20+4 1d6+2
(Living) Quarter Staff 1d20+3 1d6+1
Thorn Whip 1d20+6 1d6 30'Pull Large or smaller enemy 10 Feet toward you
Attacks
Light and Medium Armor (NO metal). Shields.
Clubs, Daggers, Darts, Javelins, Maces, Staves, Scimitar, Sickles, Slings, Spears.
Proficiences
Thorn Whip (Page 282). Level 0, unlimited casting, requires 1 action. Increase damage at lvl 5, 11, and 17.
Druidcraft (Page 236). Level 0, unlimited casting, requires 1 action. Within 30' cause:
-Tiny harmless effect to predict weather at your location for 24 hours (Sun, cloud, snow) for 1 round.
-Make flower or leaf bud bloom. Cause seed bud to open
-Cause harmless natural effect (falling leaves, puff of wind, sound or odor of animal) in a 5' area
-Instantly light or snuff a candle, torch, or small campfire.
Cure Wounds (Page 230). Lvl 1. Once per long rest, requires 1 action. A creature you touch regains 1d8+4 HP.
Faerie Fire (page 239). Lvl 1. Once per long rest, requires 1 action. 60' Range. Each object in a 20' cube is outlined in blue, green, or violet light (your choice). Any creature in that area makes a Dex saving throw (DC 14). If they fail all objects and creatures light 10' radius for up to 1 minute (if you concentrate). Any attacks against them gain advantage. If you have line of sight, they can't benefit from invisibility.
Spellcasting
Leather Armor (provides AC 11+Dex)
Wooden Shield (provides AC +2)
Druidic Focus (replaces material spell components. Quarterstaff came from a living tree. Its leaves and flowers can bloom while you carry it).
Explorer's Pack (Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, with 50' hempen rope attached to the side of it).
Scimitar
Trombone
Living Quarterstaff
Hunting Trap
Trophy-Bear Claw
Travelers Clothes
Clockwork Dragon (repair daily to keep working). AC 5, HP 1.
10 GP
Equipment
7-Prefer Animals to People
Personality Traits
2-Serve the Greater Good
Ideals
1-Family Bond
Bonds
2-No Caution
Flaws
Artificer Lore-(Page 37). Double proficiency bonus for History checks related to artifacts, magical items, alchemical devices, or technological devices (+7 instead of +3).
Tinker-(Page 37). Can build clockwork toy (dragon, etc.), Fire Starter, or Music Box. Up to three devices at a time. Each requires 1 hour of repair each day or stop working.
Darkvision 60' (Page 37).
Gnome Cunning-(Page 37). Advantage on Int, Wis, & Cha Saving Throws against magic attacks
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

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous
Components V, S

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Class(es): Druid, Cleric (Nature Domain), Cleric (Strength Domain), Fighter (Arcane Archer)

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

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Basic Rules, pg. 239

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60 ft (20 ft. of cube)
Duration 1 Minute
Components V

Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: 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, Artificer

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


Created by

Poszer.

Statblock Type

Character Sheet (Legacy)

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