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Anansi the Devoured

Ranger 7 Class & Level
Folk Hero Background
Human Varient Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 14
+2
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 10
+0
Total Hit Dice 7
Hit Die
1d10+2
+3 proficiency bonus
-1 Strength
+0 Dexterity
+2 Constitution
+5 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+2 Medicine
+3 Nature
+2 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+5 Survival
skills Speaks: Common, Elven, Druidic proficiencies

 
13
Armor Class
62
Hit Points
++2
Initiative
30ft
Speed
Attacks
Nature, Animal Handling, Survival, Perception, Insight
Proficiences
A older cousin of Viktor Aurelian. Anansi is a royal bastard
Bonds

Heroes Enabled

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

The statblocks of your class features

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class Features

Druidic

You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.  

Wild Shape

At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest. Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant Eagle
  While transformed, the following rules apply:   • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.   • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.   • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.   • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.  

Druid Circle

You choose the circle from which you draw your connection to the world at this level. This choice grants you features at 2nd, 6th, 10th, and 14th level.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Timeless Body

At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.  

Beast Spells

At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.


Starting Equipment

• Choose: a wooden shield; or any simple weapon   • Choose: a scimitar; or any simple melee weapon   • Leather armor, an explorer's pack and a druidic focus
 


Spellcasting

Cantrips

You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.  

Preparing and Casting Spells

The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

Spellcasting Ability

Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, and when making an attack roll with one.   Spell save DC= 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier= your proficiency bonus + your Wisdom modifier  

Ritual Casting

You may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.  

Spellcasting Focus

You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


Subclass Options

Circle of Dreams

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain the expended dice when you finish a long rest.  

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.   This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest.  

Circle of Land

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.  

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest   For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.  

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.   Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.  
Druid Level Coast Spells Desert Spells Forest Spells Grassland Spells Mountain Spells Swamp Spells
3rd mirror image, misty step blur, silence barkskin, spider climb invisibility, pass without trace spider climb, spike growth darkness, melf's acid arrow
5th water breathing, water walk create food and water, protection from energy call lightning, plant growth daylight, haste lightning bolt, meld into stone water walk, stinking cloud
7th control water, freedom of movement blight, hallucinatory terrain divination, freedom of movement divination, freedom of movement stone shape, stoneskin freedom of movement, locate creature
9th conjure elemental, scrying insect plague, wall of stone commune with nature, tree stride dream, insect plague passwall, wall of stone insect plague, scrying
 

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Nature's Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.  

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.  

Circle of Leaves

Gaia's Protection

At 2nd level, druids of the circle of leaves gain limited control over plants and vegetation around them. As an action, you may cause the vegetable matter in a 15 foot radius around a point you can see to swell with vegetable growth. Any creatures in this area must make a Wisdom saving throw to notice the growing vegetation before it ensnares them; on a failure, the targets are grappled and restrained.   Creatures caught in this way may make a Strength saving throw at the beginning of each of their turns to break free. Fire damage equal to twice your level also frees any restrained creatures in the growth.   On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 feet in a single direction. The creature may make a Dexterity save to attempt to resist this movement. If the movement would take the creature out of the range of the vegetation growth, the creature is hurled the remaining distance and is no longer restrained or grappled. After you have used this ability, you may not use it again until you have completed a long rest.  

Hamadryadic Transformation

At 6th level, you can temporarily transform yourself into or out of tree form. As an action, you may transform yourself into a tree of up to 10 feet in height and with a trunk of up to 1 foot in diameter. While in tree form, you gain 100 temporary hit through the features of the tree: your eyes become knots in the trunk, you smell and breathe through your leaves, etc. While a tree, you cannot take any action that requires movement, communicate verbally, or cast any spell requiring verbal or somatic components. As an action, you may transfer back out of tree form, at which point you lose any temporary hit points you have remaining. If you have not transformed already, you also revert to your prior form after 8 hours. After you have used this ability, you may not use it again until you have completed a short or long rest.  

Dryad's Soul

At 10th level, the sturdiness of the dryads’ and hamadryads’ trees infuses your soul. You gain proficiency in Constitution saving throws. Additionally, your frame is reinforced as if by wood: your AC cannot be lower than 16, regardless of the armor you are wearing.  

Apple of the Hesperides

At 14th level, you gain the power to create golden apples that alter a mortal’s fate. Creating a single apple requires an hour of effort, and the magic from each apple returns to you when you take a long rest, leaving the apple a withered husk. Consuming an apple requires an action, unless noted otherwise. You may only have one apple in existence at any given time.   When you create an apple, you may choose from the following options:   Apple of Healing. When placed to a living creature’s lips, this apple restores half of a creatures’ maximum hit points and ends all non-magical diseases and poisons afflicting them. This apple may also be used on a creature that has been dead for less than five years, via an hour-long ritual in which the apple, along with 500 gp worth of gold or quicksilver, is melted and poured over the remains. The creature so impacted is revived with half of their maximum hit points and -2 to all of their ability scores. After each long rest, one of the creature’s ability scores improve by 1 until the penalty is erased.   Apple of War. When consumed, this apple grants martial prowess. For one minute after the apple is consumed, the eater gains advantage on all attacks, ability checks, and saving throws.   Apple of Magic. When consumed, this apple restores a spellcaster’s spell slot of 6th level or below. It may also be used to grant a warlock a second casting of a mystic arcanum spell of 6th level.   If you die after creating an apple, the apple’s magic does not return to you, and the apple permanently becomes an apple of discord.  

Circle of the Moon

Combat Wildshape

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.   Additionally, when you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

Circle Forms

At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.   At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).  

Primal Strike

At 6th level, your attacks in beast form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.  

Elemental Wild Shape

At 10th level, you can expend two uses of your wild shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental.  

Thousand Forms

At 14th level, you may alter your form in more subtle ways. You can cast the alter self spell at will.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement343
5th+33432
6th+3Druid Circle Feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle Feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle Feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 STR, +1 CON, +1 DEX, +1 INT, +1 WIS, +1 CHA
Size Medium
Speed 30ft

Humans are among the youngest of the ancestries on Ehrde, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps, it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder ancestries, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the world. This is why the current time period is referred to as "The Age of Man."


A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common ancestries. There is no typical human. An individual can stand from 5ft to a little over 6ft and weigh from 125 to 250lbs. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight males might sport facial hair that is sparse or thick. Some humans have a dash of nonhuman blood, revealing hints of elf, orc, or other rarer lineages. Humans reach adulthood in their late teens and rarely live even a single century.


Variety in All Things

Humans are the most adaptable and ambitious people among the common ancestries. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present--making them well suited to the adventuring life--but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.


Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general, their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.


Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious ancestry. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.


Different Cultures Across the Globe

Having so much more variety than other ancestries, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors.

The material culture and physical characteristics of humans can change wildly from region to region. For example, the clothing, architecture, cuisine, music, and literature are different in the plains and hills of the Isle of Brevan to the northwest of Ardain than in the far off deserts and oases of the region of Khemet in Alkebula--and even more distinctive in the walled cities of Ortusia or the jungles of Anterrigua Major.


Human Traits

Age: Humans reach adulthood in their late teens and live less than a century.

Size: Humans vary widely in height and build, from barely 5ft to well over 6ft tall and weight from 125 to 250lbs.

Variant Human

Ability Score Increase: Two different ability scores of your choice increase by 1.

Skills: You gain proficiency in one skill of your choice.

Feat: You gain one feat of your choice.


Languages.

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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Created by

Savagewisdom.

Statblock Type

Character Sheet (Legacy)

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