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Nyx Luthiel

druido 3 Class & Level
eremita Background
mezzelfo Race
caotica buona Alignment

Strength 14
+2
Dexterity 16
+3
constitution 16
+3
intelligence 14
+2
wisdom 16
+3
charisma 14
+2
Total Hit Dice 8
Hit Die
1d+3
+2 proficiency bonus
+2 Strength
+3 Dexterity
+3 Constitution
+4 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+4 Arcana
+2 Athletics
+2 Deception
+2 History
+2 Insight
+2 Intimidation
+2 Investigation
+5 Medicine
+2 Nature
+5 Perception
+2 Performance
+2 Persuasion
+4 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills linguaggi conosciuti: comune, elfico, druidico, gnomesco. circolo della terra Incantesimi della prateria proficiencies

 
16
Armor Class
24
Hit Points
+3
Initiative
9
Speed
Scimitarra 1d20+2 1d6+2
Attacks
Armature: Armature leggere, armature medie, scudi (i druidi non usano armature e scudi fatti di metallo)
Armi: Bastoni ferrati, dardi, falcetti, fionde, giavellotti, lance, mazze, pugnali, randelli, scimitarre
Strumenti: Borsa da erborista
Tiri Salvezza: Intelligenza, Saggezza
Abilità: Due a scelta tra Addestrare Animali, Arcano, Intuizione, Medicina, Natura, Percezione, Religione e Sopravvivenza.

da parte del background:
Competenze nelle Abilità: Medicina, Religione

Competenze negli Strumenti: Borsa da erborista

Linguaggi: Uno a scelta


Proficiences
scudo di legno, armatura di cuoio, focus druidico (rametto di vischio)
dotazione da esploratore (zaino, un giaciglio, una gavetta, un acciarino e pietra focaia, 10 torce, 10 razioni giornaliere e un otre. La dotazione include anche 15 metri di corda di canapa legata allo zaino.)
Una custodia per pergamene piena di appunti di studio o di preghiere, una coperta invernale, un abito comune, una borsa da erborista.
145 mo
Equipment
Incremento dei Punteggi di Caratteristica. Il punteggio di Carisma di un mezzelfo aumenta di 2 e altri due punteggi di caratteristica a scelta aumentano di 1.
Età. I mezzelfi crescono agli stessi ritmi degli umani e raggiungono l'età adulta attorno ai 20 anni. Vivono comunque molto più a lungo degli umani e spesso superano i 180 anni.
Allineamento. I mezzelfi condividono la propensione al caos insita nel loro retaggio elfico. Rispettano sia la libertà personale che l'espressione creativa, non amano troppo le figure autoritarie e non desiderano avere seguaci. Sono infastiditi dalle regole, non sopportano le pretese altrui e spesso si dimostrano inaffidabili o nel migliore dei casi imprevedibili.
Taglia. Un mezzelfo ha all'incirca le stesse dimensioni di un umano e la sua altezza può variare dagli 1,5 agli 1,8 metri. Un mezzelfo è una creatura di taglia Media.
Velocità. La velocità base sul terreno di un mezzelfo è di 9 metri.
Scurovisione. Grazie al suo sangue elfico, un mezzelfo beneficia di una vista superiore nell'oscurità e nelle condizioni di luce fioca. Un mezzelfo in condizioni di luce fioca può vedere fino a 18 metri come se si trovasse in condizioni di luce intensa e nell'oscurità come se si trovasse in luce fioca. Nell'oscurità non è in grado di discernere i colori, ma solo le tonalità di grigio.
Retaggio Fatato. Un mezzelfo dispone di vantaggio ai tiri salvezza per non essere affascinato e non può essere addormentato tramite la magia.
Versatilità nelle Abilità. Un mezzelfo ha competenza in due abilità a sua scelta.
Linguaggi. Un mezzelfo può parlare, leggere e scrivere in Comune, in Elfico e in un linguaggio extra a sua scelta.
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.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook

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

Class(es): Druid

SRD

Produce Flame

0-level (Cantrip) Conjuration

Casting Time 1 action
Range Self
Duration 10 minutes
Components V, S

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.  
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.   This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Druid

Level 1 Spells

PHB, page 246 SRD

Goodberry

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials a sprig of mistletoe

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.

Class(es): Druid, Ranger

SRD

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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB, page 231 SRD

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Level 2 Spells

Pass without Trace

2-level Abjuration

Casting Time 1 action
Range Self
Duration Concentration, Concentration, up to an hour
Components V, S, M
Materials Ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Class(es): Druid, Ranger

PHB, page 251 SRD

Hold Person

2-level Enchantment

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V, S, M
Materials a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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

PHB, page 254 SRD

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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

SRD

Lesser Restoration

2-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB, page 242 SRD

Flaming Sphere

2-level Conjuration

Casting Time 1 action
Range 60ft
Duration Concentration, 1 minute
Components V, S, M
Materials a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of you rchoice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 fett. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Class(es): Druid, Wizard

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


Created by

Nemeia.

Statblock Type

Character Sheet (Legacy)

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