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Test McTesty

Druid 1 Class & Level
Badlands/House of Malcees Background
High Elf Race
Lawful Neutral Alignment

Strength 11
+0
Dexterity 17
+3
constitution 14
+2
intelligence 12
+1
wisdom 15
+2
charisma 10
+0
Total Hit Dice
Hit Die
1d8+2
+1 proficiency bonus
+2 Strength
+2 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+1 History
+2 Insight
+0 Intimidation
+1 Investigation
+2 Medicine
+2 Nature
+4 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+3 Survival
skills Perception Nature Survival proficiencies

 

Armor Class
20
Hit Points
+2
Initiative
30
Speed
Attacks
(LNG) Common S/R/W, Elven S/R/W, Giant S/R/W, Druidic S/R/W
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(WPN) Longsword, Shortsword, Longbow, Shortbow, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
(AMR) Light Armour, Medium Armour, Shields (No Metal)
(TLS) Herbalism Kit

Proficiences
Painter's Supplies and 50 gp stipend.
Spellcasting
Equipped:
Scimitar
Druidic Focus
Leather Armour
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Unequipped:
Dagger
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Inventory:
Explorer's pack
Equipment
Imperial Robes: These robes are a near weightless Light Armor, granting 13 AC + Dexterity for armor class. However this item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium. If the robes are attempted to be worn by anyone else, the robes immolate themselves and are destroyed.

Imperial Dance: The Imperial style of swordplay was developed specifically to handle fighting groups of angry peasants. This fighting style is general suited to dealing with large groups of enemies. While wielding at least one 1 handed weapon in one hand, and no shield, you receive a +1 bonus to AC and a +1 bonus to weapon damage for each additional enemy that is within 5 feet of you beyond the first, to a maximum of +3.

Fadesteel Ring (Elven): This ring provides a +3 to maximum hit points. If you are a full elf, it provides +5 instead.

Aladine's Glory: Users of this fighting style deal +1 additional damage with melee weapons for each creature that has been killed in the current combat encounter. This must be a legitimate enemy that is threatening to the character (level check).
Personality Traits
House of Malcees
Ashes of Heresy
Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.

Elven
Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest an amulet with a fiery orange topaz. During this time whenever you would defeat a creature with a divine conduit (Such as a priest or a creature with a natural connection, DM discretion) you may restore a spell slot of the highest level you can cast, or you may instead choose to restore a spell slot in the same manner to an adjacent ally.
Ideals
Ashes of Heresy
Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.

Elven
Whenever you would trance during a mission you may extend this time to 8 hours. If you do you manifest an amulet with a fiery orange topaz. During this time whenever you would defeat a creature with a divine conduit (Such as a priest or a creature with a natural connection, DM discretion) you may restore a spell slot of the highest level you can cast, or you may instead choose to restore a spell slot in the same manner to an adjacent ally.
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.

High Elf

Ability Score Increase +1 INT, +2 DEX
Size Medium
Speed

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.   Elf Weapon Training.You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Emperor’s Gift. You gain a +2 to your initiative rolls.

Languages. You can speak, read, and write Common and Elven. Elven is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elven ballads to their repertoires.   You can speak, read, and write one extra language of your choosing.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 282

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: the stem of a plant with thorns
Duration: Instantaneous
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 1*D6 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 1*D6 when you reach 5th level (2*D6), 11th level (3*D6), and 17th level (4*D6).
Available for: Artificer, Druid

Basic Rules, pg. 256

Mage Hand

0-level (Cantrip) Conjuration

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

Damage Type: Utility   Attack/Saving Throw: None   Description: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer

Basic Rules , pg. 248

Guidance

0-level (Cantrip) Divination

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

Damage Type: Buff   Saving Throws: None   Description: 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.

Class(es): Cleric, Druid, Artificer

Level 1 Spells

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

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Alchemist

Animal Friendship

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration 24 hours
Components V, S, M
Materials A morsel of food

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 level above 1st.

Class(es): Bard, Druid, Ranger

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


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