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Emera Thàel

Druid 5 Class & Level
Gladiator Background
Half Orc Race
N Alignment

Strength 14
+2
Dexterity 14
+2
constitution 16
+3
intelligence 16
+3
wisdom 20
+5
charisma 15
+2
Total Hit Dice 3
Hit Die
1d10+3
+3 proficiency bonus
+2 Strength
+2 Dexterity
+3 Constitution
+2 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+5 Animal Handling
+3 Arcana
+2 Athletics
+2 Deception
+3 History
+5 Insight
+2 Intimidation
+3 Investigation
+5 Medicine
+3 Nature
+5 Perception
+2 Performance
+2 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills Acrobatics, Animal Handling, Insight, Intimidation, Nature, Perception, Survival proficiencies

 
15
Armor Class
45
Hit Points
+2
Initiative
30
Speed
Longbow 1d20+3 1d8
Battle Axe 1d20+3 1d8+2
Hand Axe 1d20+3 1d6+2
Hand Axe 1d20+3 1d6+2
Attacks
Simple, Medium, Heavy Armor
Simple and Melee Weapons
Disguise Kits, Aulos instrument
Proficiences
Backpack, Bedroll, Mess Kit, Tinderbox, Waterskin, 50ft Hemp Rope, Aulos, Pendent from Admirer
Equipment
I judge people by their actions, not their words.
Personality Traits
Change: Life is like the seasons, in constant change, and we must change with it.
Ideals
I have a family, but I have no idea where they are. One day, I hope to see them again.
Bonds
I'm horribly jealous of anyone who outshines my handiwork. Everywhere I go, I'm
surrounded by rivals.
Flaws
Improved Critical: your weapon attacks score a critical hit on a roll of 19 or 20, at level 15, 18-20
By Popular Demand: You can always find a place to perform, and at such a place, you receive free lodging and food of a modest or comfortable standard
Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can't put you to sleep
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Battleaxe

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 10 gp Weight: 4 lb


 

DnD 5e SRD SRD

Handaxe

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d6 Slashing 20/60 ft Light, Thrown

Cost: 5 gp Weight: 2 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 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.

Statblocks for your spells.

Level 0 Spells

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

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.
Available for: Artificer, Cleric, Druid, Soulbond, Lightworker

Basic Rules

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 Bonus Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Mistletoe, a shamrock leaf, and a club or quarterstaff
Duration: 1 Minute
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 d8. 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.
Available for: Druid
]

Level 1 Spells

Basic Rules

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: Verbal
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Available for: Alchemist, Bard, Cleric, Druid

Basic Rules

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Patron, Circle of Wildfire, Life Domain

XGtE P. 165

Snare

1-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: S, M
Materials: 25 feet of rope, which the spell consumes
Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Available for: Artificer, Druid, Ranger, Wizard
]

Level 2 Spells

PHB: P. 261

Moonbeam

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: several seeds of any moonseed plant and a piece of opalescent feldspar
Duration: Concentration, Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-footradius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
  When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
  A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
  On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
  Wizards of the Coasts (2018): The words “up to” now appear in “move the beam up to 60 feet in any direction.”
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d1O for each slot level above 2nd.
Available for: Soulbond

Basic Rules

Pass Without a Trace

2-level Abjuration

Casting Time: 1 Action
Range/Area: Self (30ft Sphere)
Components: Verbal, Somatic, Material
Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce
Duration: Concentration, 1 Minute
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.
Available for: Druid, Ranger, Circle of the Land (Grassland), Trickery Domain

Elemental Evil Player's Companion

Earthbind

2-level Transmutation

Casting Time: 1 Action
Range/Area: 300ft
Components: Verbal
Duration: Concentration, 1 Minute
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
Available for: Druid, Sorcerer, Warlock, Wizard
]

Level 3 Spells

DISPEL MAGIC

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
]

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


Created by

Ringmaster98.

Statblock Type

Character Sheet (Legacy)

Link/Embed