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Marid Wave

Druid 1 Class & Level
Fisher Background
Water Genasi Race
Neutral Good Alignment

Strength 10
+0
Dexterity 11
+0
constitution 16
+3
intelligence 12
+1
wisdom 16
+3
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
-1 Dexterity
+3 Constitution
+3 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+1 Arcana
+0 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+1 Investigation
+5 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills ARMOR Light Armor, Medium Armor, Shields   WEAPONS Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear   TOOLS Herbalism Kit proficiencies

 
11
Armor Class
11
Hit Points
+0
Initiative
30
Speed
Quarterstaff 1d20+2 1d6+0 1d8+0
Quarterstaff 1d20+5 1d8+3
Attacks
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear

TOOLS
Herbalism Kit

LANGUAGES
Common, Druidic, Elvish, Primordial
Proficiences
Frostbite
EvocationCantrip
CAST
At Will
1d6 Damage
Customize
Casting Time:
1 action
Range/Area:
60ft.
Components:
V, S
Duration:
Instantaneous
Attack/Save:
CON 13
Source:
EE, pg. 156
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shape Water
TransmutationCantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
30ft./5ft.
Components:
S
Duration:
Instantaneous
Source:
EE, pg. 164
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.

shillelagh
TransmutationCantrip
CAST
At Will
1d8+3 Damage
(The weapon is magical.)
Customize
Casting Time:
1 bonus action
Range/Area:
Touch
Components:
V, S, M(mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration:
1 minute
Source:
PHB, pg. 275
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Create or Destroy Water
1st LevelTransmutation
Casting Time:
1 action
Range/Area:
30ft./30ft.
Components:
V, S, M(a drop of water if creating water or a few grains of sand if destroying it)
Duration:
Instantaneous
Source:
PHB, pg. 229
You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Cure Wounds
1st LevelEvocation
Regain 1d8+3 Hit Points
Customize
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 230
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.

Goodberry
1st LevelTransmutation
Regain 1 Hit Points
(10 Berries (1 can be eaten per action))
Customize
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S, M(a sprig of mistletoe)
Duration:
Instantaneous
Source:
PHB, pg. 246
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Healing Word
1st LevelEvocation
Regain 1d4+3 Hit Points
(Unaffected: constructs, undead)
Customize
Casting Time:
1 bonus action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Source:
PHB, pg. 250
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.
Spellcasting
--
Backpack
GearAdventuring Gear
5lb.
1
2
--
Container
--
Bedroll
GearAdventuring Gear
7lb.
1
1
--
Utility
--
Clothes, Traveler's
GearAdventuring Gear
4lb.
1
2
Social, Outerwear
--
Fishing Tackle
GearAdventuring Gear
4lb.
1
1
--
Social, Utility
Leather
Light ArmorLeather
10lb.
--
10
AC 11
--
Mess Kit
GearAdventuring Gear
1lb.
1
0.2
--
Social, Utility
Net
Net
3lb.
--
1
Martial, Special, Thrown, Range (5/15)
Quarterstaff
Quarterstaff
4lb.
--
0.2
Simple, Versatile
--
Rations (1 day)
GearAdventuring Gear
20lb.
10
5
--
Social, Utility, Consumable
--
Rope, Hempen (50 feet)
GearAdventuring Gear
10lb.
1
1
--
Utility, Exploration
Sickle
Sickle
2lb.
--
1
Simple, Light
--
Tinderbox
GearAdventuring Gear
1lb.
1
0.5
--
Utility, Exploration
--
Torch
GearAdventuring Gear
10lb.
10
0.1
--
Damage, Utility, Exploration, Combat
--
Waterskin
GearAdventuring Gear
5lb.
1
0.2
--
Container
--
Wooden Staff
GearDruidic Focus
4lb.
1
5
--
Utility
Equipment
I work hard; nature offers no handouts.
I need long stretches of quiet to clear my head.
Personality Traits
Camaraderie. Good people make even the longest voyage bearable.
Ideals
I will fish the many famous waters of this land.
Bonds
I become depressed and anxious if I’m away from the sea too long.
Flaws
CLASS FEATURES
Druid Features
Hit PointsPHB, pg. 65
ProficienciesPHB, pg. 65
Medicine
Nature
DruidicPHB, pg. 66
You know Druidic, the secret language of druids.

SpellcastingPHB, pg. 66
You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.

RACIAL TRAITS
Acid ResistanceEE
You have resistance to acid damage.

AmphibiousEE
You can breathe air and water.

SwimEE
You have a swimming speed of 30 feet.

Call to the WaveEE
You know the shape water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability.

Shape Water(Cantrip)
Features & Traits

Heroes Enabled

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

[block: -- Backpack GearAdventuring Gear 5lb. 1 2 -- Container -- Bedroll GearAdventuring Gear 7lb. 1 1 -- Utility -- Clothes]
[block: Traveler's GearAdventuring Gear 4lb. 1 2 Social]
[block: Outerwear -- Fishing Tackle GearAdventuring Gear 4lb. 1 1 -- Social]
[block: Utility Leather Light ArmorLeather 10lb. -- 10 AC 11 -- Mess Kit GearAdventuring Gear 1lb. 1 0.2 -- Social]
[block: Utility Net Net 3lb. -- 1 Martial]
[block: Range (5/15) Quarterstaff Quarterstaff 4lb. -- 0.2 Simple]
[block: Versatile -- Rations (1 day) GearAdventuring Gear 20lb. 10 5 -- Social]
[block: Consumable -- Rope]
[block: Hempen (50 feet) GearAdventuring Gear 10lb. 1 1 -- Utility]
[block: Exploration Sickle Sickle 2lb. -- 1 Simple]
[block: Light -- Tinderbox GearAdventuring Gear 1lb. 1 0.5 -- Utility]
[block: Exploration -- Torch GearAdventuring Gear 10lb. 10 0.1 -- Damage]
[block: Combat -- Waterskin GearAdventuring Gear 5lb. 1 0.2 -- Container -- Wooden Staff GearDruidic Focus 4lb. 1 5 -- Utility]

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Genasi Traits Your genasi character has certain characteristics in common with all other genasi. Languages You can speak]
[block: filled with harsh syllables and hard consonants.   Ability Score Increase Your Constitution score increases by 2.   Age Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do]
[block: up to 120 years.   Alignment Independent and self-reliant]
[block: genasi tend toward a neutral alignment.   Size Genasi are as varied as their mortal parents but are generally built like humans]
[block: standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.   Speed Your base walking speed is 30 feet. Water Genasi The lapping of waves]
[block: though others might consider you selfish.   Most water genasi look as if they just finished bathing]
[block: swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams.   Ability Score Increase Your Wisdom score increases by 1. RACIAL TRAITS Acid ResistanceEE You have resistance to acid damage.   AmphibiousEE You can breathe air and water.   SwimEE You have a swimming speed of 30 feet.   Call to the WaveEE You know the shape water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability.   Shape Water(Cantrip)]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Tindall46.

Statblock Type

Character Sheet (Legacy)

Link/Embed