Remove these ads. Join the Worldbuilders Guild

Ozzie

Druid (Shepherd) 10 Class & Level
Dark Howler Doltenian Background
Aarakocra Race
Neutral Good Alignment

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 20
+5
charisma 12
+1
Total Hit Dice 10
Hit Die 1d8+4
4 proficiency bonus
19 Passive perception
4 Strength
2 Dexterity
4 Constitution
6 Intelligence
9 Wisdom
1 Charisma
saving throws
2 Acrobatics
8 Animal Handling
0 Arcana
4 Athletics
1 Deception
0 History
8 Insight
1 Intimidation
0 Investigation
4 Medicine
0 Nature
8 Perception
1 Performance
1 Persuasion
0 Religion
2 Sleight of Hands
2 Stealth
4 Survival
skills
16
AC

Hit Points
2
Initiative
25ft/ 50ft Flying
Speed
Languages: Common, Aarakokran, Auran, Druidic, Sylvan, Grippli, Shar'kai

[Speech of the Woods]
Beasts can understand your speech, and you gain the ability to decipher their noises and motions

Proficiencies:
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Skills: Animal Handling, Athletics, Insight
Saves: Intelligence, Wisdom
Proficiencies
Unarmed Strike 1d20+4+0 1d4+0 5ft Slash.
Scimitar 1d20+4+2 1d6+2 5ft Slash.
Magic Stone 1d20+4+4 1d6+4 60ft Magical Attacks

Spellcasting
Scimitar
Wooden Shield
Studded Leather Armor
Pebbles (10)

Herbalism Kit (Profic.)
Explorer's Pack
Burglar's Pack


Dragon's Band (Girdle - Attunement)
This draconic belt made of silver dragon scales, grants Strength and Constitutions of 18.

In addition any spell hard cast by the wearer that deals cold damage increases the total damage dealt by 4. This only applies once per spell cast, but applies each time, in the case of those spells with durations.

Ironheart Targe - Non-Attunement +1 Shield
Reduces damage dealt by non magical melee weapons, by 2.
Whenever you would make a death saving throw, you are healed one hitpoint, if you roll a 15 or higher.


Life Is All Unicorns And Rainbows - +2 Quarterstaff - Legendary (12,000 GP) - Attunement: Shepherd Druid (Attuned)

One could barely notice that this quarterstaff is of wooden make, with its exterior shifting colors rapidly to the likeness of a rainbow. Along with this prismatic display of color, the interior radiates with astral energy, causing the colors to swirl and rotate quickly to the top of the staff, which is carved into a magnificent unicorn horn.

Your Wisdom score increases by 4, to a maximum equal to your ability score cap. Additionally, you gain the following benefits:

Astral Well: Astral energy flows through this staff so easily that you can harness and manipulate its power. This staff has a healing pool of 50 hit points that replenishes when you finish a long rest. Whenever a creature within 60 feet of you that you can see has its hit points restored, you can use your reaction to draw power from the pool to restore a number of hit points to that creature, up to a maximum amount remaining in the Astral Well. The number of hit points restored must be in increments of 10.

Bicorn Spirit: Your unicorn spirit becomes so suffused with magical energy that it is no longer a unicorn, but rather a mythical bicorn. The additional healing from your Unicorn Spirit is increased to 1d8 + your druid level.

Call of the Wild: The animal spirits you summon and those you can assume become one and the same. As an action, you can expend a use of your Wild Shape feature to regain a use of your Spirit Totem feature.

Purifying Totem: When you use your Spirit Totem feature, you can choose an ally within 60 feet of you that you can see that is currently being affected by one or more conditions. You can purge up to three conditions off of the targeted ally, removing those conditions completely. Conditions that can be removed by this ability include: blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, restrained, and stunned.

Warding Starlight: When a creature within 30 feet of you that you can see that is targeted by an attack or spell, you can use your reaction to use a 1st-level spell slot to cast the Sanctuary spell on that creature as a druid spell (it doesn't need to be prepared). This must be done after the creature is targeted, but before any effects or rolls occur. You can cast Sanctuary in this way three times, regaining all uses when you finish a long rest.






Equipment

Personality Traits

Ideals

Bonds

Flaws
Lucky
War Caster

[Doltenian]
Saving Throws vs Fear Effects +3

[Dark Howler]
Scent - Range 60ft
Adv. on Scent Perception Checks
Double damage from silver or blessed
Triple damage from silver+blessed
Features & Traits

Created by

ronnief.

Statblock Type

Character Sheet (2018)

Link/Embed