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Ryoko Doryu

Druid 11 Class & Level
Outlander Background
Iskathi Race
Neutral Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 10
+0
wisdom 15
+2
charisma 14
+2
Total Hit Dice 7
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
+0 Arcana
+3 Athletics
+2 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+5 Perception
+2 Performance
+2 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills Weapons Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears Armour Light Armour, Medium Armour, Shields (Cannot be made of metal) proficiencies

 
18
Armor Class
57
Hit Points
+6
Initiative
30ft
Speed
Weapon/SpellAttackDamageNotes
Thorn Staff 1d20+4 1d6 ( 1d8 ) BludgeoningVersatile
Thorn Staff (w/ Shillelagh) 1d20+6 1d6+2 ( 1d8+2 ) BludgeoningVersatile
Thorn Staff Tendril Attack 1d20+4 1d8 PiercingCan make three attacks - 30ft range
Lightbringer 1d20+5 1d6+1 BludgeoningDeals 1d6 Radiant damage to undead while glowing
Scimitar 1d20+5 1d6+1 SlashingFinesse
Breath AttackDC14 Dexterity 4d6 Fire15ft Cone
Attacks
Languages
Common, Draconic, Druidic
Tools
Herbalism Kit, Mandolin
Proficiences
Spell Attack Bonus: 1d20+6
Spell Save DC: 14
Spellcasting
Redbrand Cloak
Herbalism Kit
Mandolin
Silver Potion
Healing Potion
Equipment
Ryoko watches over her friends as though they were a litter of newborn pups
Personality Traits
Ryoko believes in honour and clan loyalty. If she dishonours herself, she dishonours her entire clan
Ideals
Ryoko's clan is the most important thing in her life, even when she is far away
Bonds
Ryoko likes a drink
Flaws
Combat Wildshape
Wildshape as a bonus action.
While Wildshaped, can use a bonus action to expend one spell slot to regain 1d8 hit points per expended spell slot level
Features & Traits

Heroes Enabled

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

Thorn Staff

Weapon

Very Rare

Versatile

Cut from a long straight limb of a yew tree, this initially unremarkable quarterstaff was imbued with magical power by the archdruid Reidoth. Thick thorned tendrils coil along the length of the staff. At will, these wielder can cause these tendrils to whip forward, piercing into the flesh of nearby targets and potentially dragging them closer to the druid.


Tendril Attack

As a standard action, the user can make a Tendril Attack against a number of targets within range (see below)



  • On a successful hit, the target takes piercing damage and if the target is Large or smaller, it can be pulled up to 10ft closer to the user.

  • Alternatively, the tendrils can be used to restrain the target. In this case, the target must make a Strength saving throw or become Restrained

  • The DC for this saving throw is based on the number of successful hits against that target.

  • If one tendril successfully hits, the DC is 10. If two tendrils hit, the DC is 15. If three tendrils hit, the DC is 20 and if four tendrils hit, the DC is 25.

  • Creatures of Large size or larger gain Advantage against this saving throw.



































Level Range Number of Attacks Damage per Attack
1-4 30ft 1 1d6 Piercing
5-9 30ft 2 1d6 Piercing
10-16 40ft 3 1d8 Piercing
17-20 50ft 4 1d8 Piercing

Type Damage Damage Range
Simple Melee 1d6 / (1d8) Bludgeoning 5ft


Weight: 5lb

Lightbringer

Weapon

Very Rare

This mace was one of the last items created in the Forge of Spells. It was commissioned for a senior Champion of Lathander. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra  1d6 radiant damage to undead creatures.

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning 5ft


Weight: 8lb

Blink Dog Totem

Wondrous Item Very Rare

The Blink Dog Totem is a polished canine skull, hanging on a rough leather strap.


Teleport Ability
As a Bonus Action, a druid in Wildshape form wearing this totem can teleport up to 30ft.
The totem has a single charge. Each turn the totem recharges on a 1d6 roll of 5 or 6.


 

Warden's Heart

Wondrous Item

Legendary Requires Attunement

The Wardens Heart is an amulet made polished granite, inset with an onyx and carved with druidic symbols.

Ancient druids sometimes sacrificed their humanity to become Wardens of the Green. As Wardens they underwent a mystical ritual to transform their flesh to stone - providing unparalleled protection against damage. They also required sunlight to keep them active - being kept in darkness for too long would result in them petrifying totally. Their appearance unsettled normal humans, leading must Wardens to abandon civilisation and wander the wilds.


When worn by a druid, the amulet immediately but painlessly bonds to the wearer's skin.


Mechanics

  • The amulet increases the wearer's AC by 3

  • Character gains resistance to non-magical slashing, piercing and bludgeoning damage.

  • When the wearer falls unconscious, the amulet immediately stabilizes the character

  • On the players next turn, if the amulet is in sunlight, roll a d6. If the result is a 1, nothing happens. Otherwise, the character regains that many HP and awakens.

  • Disadvantage on Persuasion and Deception checks

  • Advantage on any Animal Handling checks.

  • Speed is reduced by 5 (flight or swim speeds are reduced by 10

  • Unable to be healed by potions or magic

  • Once between Short Rests, the wearer can use an action to create a small 15ft radius earthquake centred on themselves. Other creatures on the ground in the radius must succeed on a Dexterity Saving Throw (Druid spellcasting DC) or are knocked prone

  • Once per day the character can move through solid stone or earth as if it were air. However, they cannot end their turn inside solid rock.


All of these bonuses and penalties apply in both humanoid and wildshape forms. Beast shapes also feature the same tough, stonelike skin.

1st Revival

After being revived by the amulet, the wearer's flesh in a six inch radius around the amulet becomes grey, cold and stone like.

This transformation can be hidden by a tunic, but a close inspection will show the transformation just around the neck and upper arm if visible.

2nd Revival


Following a second revival, the transformation progresses further and is no longer possible to hide. The change covers the character's hands and is visible to the character's neck; just below the jawline; and behind the ears. It so covers the back and halfway down the legs. Glowing druidic runes are faintly visible in the druid's stone skin.

3rd Revival


Following a third revival, the transformation into a Warden is now complete. All of the character's skin is grey and stone-like, and covered in glowing druidic runes. The character will scare or unnerve normal people.

Sunlight Dependancy


A Warden requires at least 1 hour of sunlight a day to regenerate.

In addition to being unable to recover health during long or short rests, characters will suffer the following penalties after spending 24 hours without sunlight:

  • 1 Day - Speed halved. Disadvantage on Dex saves.

  • 2 Days - Disadvantage on all attack rolls and ability checks

  • 3 Days - Petrified. Speed becomes 0. Unable to move, speak or act.


These effects are reversed when exposed to direct sunlight again.


Weight: 1lb

DnD 5e SRD SRD

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 lb


 

Ryoko's Wooden Scale Mail Armour

Armor (Medium)

Rare

Non-metallic

A custom armour set comprising a leather undercoat covered with interlocking hardwood scales. Crafted by Raven Cathloy of Blazing Glory in Neverwinter.

Type AC STR Req. Stealth Dis.
Medium 14 + Dexterity Modifier (Max 2) N/A No


Weight: 35lb

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

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, 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 the 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.

Class(es): Druid

PHB

Druidcraft

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30 feet
Duration Instantaneous
Components V S

Whispering to the spirits of nature, you create one of the following effects within range:

  •  You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. this effect persists for 1 round.
  •  You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  •  you create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. THe effect must fit in a 5-foot cube.
  •  You instantly light or snuff out a candle, a torch, or a small campfire.

 

Class(es): Druid

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 o 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): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB, page 246

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

Level 2 Spells

PHB

Pass without Trace

2-level Abjuration

Casting Time 1 Action
Range Self
Duration Concentration, Concentration, up to 1 hour
Components V S M
Materials (ashes from a burned leaf of mistletoe and a sprig of spruce)

A veil of shadows a nd 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 +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): Cleric, Druid, Ranger

Dexterity (Stealth) Bonus+10

Animal Messenger

2-level Enchantment (ritual)

Casting Time 1 Action
Range 30ft
Duration 24 hours
Components V, S, M
Materials a morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.   When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Class(es): Bard, Druid, Ranger

Level 3 Spells

Conjure Animals

3-level Conjuration

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 hour
Components V, S

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:  

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
  Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The DM has the creatures' statistics.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Class(es): Druid, Ranger

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft.
Duration Instantaneous
Components V, S

Choose any 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. 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.

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

Tidal Wave

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Instantaneous
Components V, S, M
Materials A drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Class(es): Druid, Sorcerer, Wizard

Call Lightning

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 10 Minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Druid

Level 4 Spells

Dominate Beast

4-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Class(es): Druid, Sorcerer, Cleric (Nature Domain), Paladin (Oath of Conquest), Warlock (The Archfey), Warlock (The Great Old One)

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