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Gorp Hendrix

Druid (Circle of land) 3 Class & Level
Hermit Background
Myconid Race
Lawful good Alignment

Strength 9
-1
Dexterity 11
+0
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 9
-1
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+0 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
-1 Charisma
saving throws
+0 Acrobatics
+5 Animal Handling
+1 Arcana
-1 Athletics
-1 Deception
+1 History
+3 Insight
-1 Intimidation
+1 Investigation
+5 Medicine
+3 Nature
+3 Perception
-1 Performance
-1 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills 4 1st level spell slots, 2 2nd level spell slots. spell save Dc= 13, spell attack Mod=+5 proficiencies

 
13
Armor Class
31
Hit Points
+0
Initiative
30ft
Speed
Quarterstaff 1d20+2 1d6+2
Attacks
Herbalism kit, Light armor, medium armor, shields, Quarterstaffs
Proficiences
Shillelagh: (Cantrip, bonus action), add spelcasting ability to staff attack, damage roll becomes d8.
Druidcraft: (cantrip) predict weather, make a sensory effect, make a plant bloom, light or snuff a small fire.
Thornwhip: (Cantrip, range 30ft), creature takes 1d6 piercing damage, and you can pull them 10ft closer to you.
Healing word: (1st lvl) a creature in 60ft regains hit points equal to 1d4 + your spellcasting ability modifier. 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.
Entangle: (1st lvl, range 90 ft, 1 min) a 20 foot square becomes rough terrain, creatures in it make STR save throw or become entangled until spell ends.
Purify food and drink: (1st level) food and drink is cured of bad
Animal friendship: (1st level, range 30ft, 24 hrs), convince an animal with INT 3 or less you mean no harm. It makes a wisdom saving throw. if casted with gooder spell slots, i can effect more animals per slot above 1.
Barkskin: (2nd level: Makes creatures AC 16).
Spider climb: (2nd level, make target able to climb any surface)
Spike growth: (2nd level, range 120 ft), in a 20-foot radius, The area becomes difficult terrain for the duration, 10 min. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Moonbeam: (2nd level, range 120ft, 5-foot radius, 40-foot-high cylinder centered on a point within range. ) Fire a epic beam, everything caught in it makes a CON saving throw or take 2d10 radiant damage. When cast at higher spell slots increase damage by 1d10.

Spellcasting
Druidic focus, leather Armour, Quarterstaff, explorers pack,
Equipment
I’m oblivious to etiquette and social expectations.
Personality Traits
I am on a religious journey to revive Mergo.
Ideals
Should my discovery come to light, it could bring ruin to
the world.
Bonds
I’d risk too much to uncover a lost bit of knowledge about Mergo.
Flaws
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light. You can't discern colors in darkness, only shades of grey.

Sun Sickness: While in direct sunlight, unless otherwise concealed, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.
Pacifiying Spores: As an action, you can eject spores at one creature you can see within 15 foot of you. The target must succeed on a Constitution saving throw equal to your spell save dc or be stunned for 1 minute or until it takes damage. The target can repeat the saving throw at the end of each of its turns. You regain use of this trait once you have completed a short or long rest.

Rapport Spores: You may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Animating Spores: As an action, you can target one corpse of a humanoid or a Large or smaller beast within 5 feet and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 days or until destroyed, and it can't be animated again in this way. You can only have one spore servant at a time. You regain spent use of this trait when you complete a long rest.
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

How long can you make a table?

Up to 13-14 to not go into the sidebar, and 20 to not go off the page (on my monitor at least)


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Level 1 Spells

Sidebar Tables


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Awesomeness10
Useability10
Aesthetics10

Level 2 Spells

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


Created by

Eric The Great.

Statblock Type

Character Sheet (Legacy)

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