Remove these ads. Join the Worldbuilders Guild

Cortimore Persefoni

Druid 3 Class & Level
Outlander Background
Human Race
CN Alignment

Strength 12
+1
Dexterity 10
+0
constitution 14
+2
intelligence 12
+1
wisdom 17
+3
charisma 8
-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
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+0 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills Languages: Common, Aarakocran, Druidic, OTHER Light, Medium Armor, shields (no metal) Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Herbalism Kit, a Musical Instrument
  proficiencies

 
13
Armor Class
30
Hit Points
+0
Initiative
30
Speed
Quarterstaff 1d20+3 1d6+1 or 1d8+1 (two handed) bludgeoning
Scimitar 1d20+3 1d6+1 slashing
Attacks
Spell Save DC: 13
Spell Attack: 1d20+5
2 druid cantrips, 4 first level, 2 second level spells
Blindness/Deafness, Gentle Repose, Chill Touch
Spellcasting
Quarterstaff, Shield, Leather armor, druidic focus, explorer's pack, scimitar, hunting trap, trophy from an animal kill, traveler's clothing, 10gp
Equipment
"I have a lesson for every situation, and will actively seek answers to my questions."
Personality Traits
life and death are necessary but must be balanced
Ideals
I will not tolerate the abuse of nature.
Bonds
there is no room for caution in a life lived to the fullest.
Flaws
Druidic, Spellcasting,
Wild Shape (2x\rest) Can transform into a beast MAX CR 1/4,
Challenge Ratings (2nd level - 1/4, 4th level - 1/2, 8th level - 1)
Duration (1/2 druid level rounded down in hours)
Lots of other rules
Druid Circle (Circle of Spores) Halo of Spores, Symbiotic Energy
Features & Traits

Heroes Enabled

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

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

Quarterstaff

Melee Weapon Versatile Common

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

Cost: 2 sp Weight: 4 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


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

Circle of Spores


Hit Points

Hit Dice: d8 per Circle of Spores level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid

Proficiences

Armor: See Druid
Weapons: See Druid
Tools: See Druid
Saving Throws: See Druid
Skills: See Druid

Subclass Options

Circle Spells

At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.   Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.  
Druid LevelCircle Spells
3rdBlindness/Deafness, Gentle Repose
5thAnimate Dead, Gaseous Form
7thBlight, Consfusion
9thCloudkill, Contagion
 

Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.  

Symbotic Entity

At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.  

Fungal Infestation

At 6th level, if a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Spreading Spores

At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.  

Fungal Body

At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human (from PHB)

Ability Score Increase Your ability scores each increase by 1
Size Medium
Speed Your walking speed is 30ft

Variant Human Traits

If your uses the optional feat rules, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.
Ability Score Increase: Two different ability scores of your choice increase by 1
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.

Languages. Common, One extra Language of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Chill Touch

0-level (Cantrip) Necromancy

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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard, Cleric (Death Domain), Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

WhiskeyTengu.

Statblock Type

Character Sheet (Legacy)

Link/Embed