Remove these ads. Join the Worldbuilders Guild

Ivel Elvenwir

Druida 4 Class & Level
Salvaje Background
Aasimar Race
Neutral Bueno Alignment

Strength 16
+3
Dexterity 12
+1
constitution 13
+1
intelligence 14
+2
wisdom 17
+3
charisma 14
+2
Total Hit Dice 8
Hit Die
1d8+1
+2 proficiency bonus
+5 Strength
+4 Dexterity
+3 Constitution
+6 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+2 Arcana
+5 Athletics
+2 Deception
+2 History
+3 Insight
+2 Intimidation
+2 Investigation
+3 Medicine
+4 Nature
+3 Perception
+2 Performance
+2 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills Animal Handling|Athletics|Nature| Survival proficiencies

 
17
Armor Class
27
Hit Points
+2
Initiative
30
Speed
Quarterstaff, +1 5ft.Reach 1d20+6 1d6+4 1d8+4
Scimitar 5ft.Reach 1d20+5 1d6+3
Thorn Whip 30ft. 1d20+5 1d6
Ice Knife 60ft. 1d20+5 1d10
Unarmed Strike 5ft.Reach 1d20+5 1d4
Attacks
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
TOOLS
Herbalism Kit, Leatherworker's Tools
LANGUAGES
Celestial, Common, Druidic, Elvish
Proficiences
+3 MODIFIER
1d20+5 SPELL ATTACK
13 SAVE DC
Spellcasting
Ring of Protection (ATTUNED)|Quarterstaff, +1|Herbalism Kit|Leatherworker's Tools|Scale Mail|Scimitar|Explorer/Adventurer's pack
Equipment
Me impulsa una pasión por los viajes que me condujo muy lejos de mi hogar.
Cuido a mis amigos como si fueran una camada de cachorros recién nacidos.
Personality Traits
Naturaleza. El mundo natural es más importante que todas las creaciones de la civilización. (Neutral)
Bien Mayor. Es responsabilidad de cada persona procurar la máxima felicidad para la totalidad de la tribu. (Bueno)

Ideals
Una agresión contra las tierras vírgenes de mi hogar es una agresión contra mi persona.
Es mi deber de proporcionar descendencia a mi tribu para su perpetuación.
Bonds
Recuerdo todos los insultos que he recibido y albergo un resentimiento silencioso hacia toda persona que alguna vez me ha ofendido.
Flaws
Wild Shape[4th] Max CR 1/2 (no flying speed)
You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

Druid Circle: Circle of the Land (Forest)

Natural Recovery
Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.

Celestial Legacy
You know the light cantrip. [3rd] You can cast lesser restoration once per long rest.

Celestial Resistance
You have resistance to necrotic damage and radiant damage.

Feats
Grappler
Elemental Adept (Lightning)
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 
]

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.

SRD

Goblin

Small humanoid (goblin), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 ( 2d6 )
Speed 30ft

STR
8 -1
DEX
14 +2
CON
10 0
INT
10 0
WIS
8 -1
CHA
8 -1

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)


Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


 
]

Statblocks for your spells.

Level 0 Spells

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

PHB

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M

20 ft bright light, 20 ft dim

Class(es): Bard, Cleric, Sorcerer, Wizard

PHB

Shillelagh

0-level (Cantrip) Transmutation

Casting Time 1 Bonus Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials mistletoe, a shamrock leaf, and a club or quarterstaff

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 1d8 . 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.

Class(es): Druid, Cleric (Nature Domain)

PHB

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
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: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid

Melee Spell Attack 2d6 Piercing Damage
]

Level 1 Spells

PHB

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)

PHB

Entangle

1-level Conjuration

Casting Time 1 Action
Range 90ft
Duration Concentration, up to 1 Minute
Components V, S

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.

Class(es): Druid

PHB

Ice Knife

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components S, M
Materials A drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
|

PHB

Speak with Animals

1-level Abjuration

Casting Time 1 Action
Range Self
Duration 10 Minutes
Components V, S

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Class(es): Bard, Druid, Ranger, Barbarian (Path of the Totem Warrior), Cleric (Nature Domain), Paladin (Oath of the Ancients)
]

Level 2 Spells

]

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


Created by

faithlessdark.

Statblock Type

Character Sheet (Legacy)

Link/Embed