Remove these ads. Join the Worldbuilders Guild

Atlas

Druid 2 Class & Level
Guild Artisan (Industrialist) Background
Variant Human Race
Chaotic Neutral Alignment

Strength 14
+2
Dexterity 18
+4
constitution 16
+3
intelligence 14
+2
wisdom 16
+3
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+4 Dexterity
+3 Constitution
+4 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+3 Animal Handling
+4 Arcana
+2 Athletics
+0 Deception
+2 History
+5 Insight
+0 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+5 Perception
+0 Performance
+2 Persuasion
+2 Religion
+4 Sleight of Hands
+4 Stealth
+5 Survival
skills WEAPONS: Simple, Scimitars   ARMOR: Light, Medium, Shields   TOOLS: Herbalist, Alchemist   LANGUAGES: Common, Sylvan, Primordial proficiencies

 
17
Armor Class
19
Hit Points
+4
Initiative
30
Speed
Scimitar 1d20+6 1d6+4
Attacks
Spell Attack: +5
Spell Save DC: 13
Prepared Spells: Choose any 4 Druid spells per day

SPELLS KNOWN
Cantrips: Guidance, Produce Flame
Lvl 1: (see Prepared Spells) Cure Wounds is always a good choice tho.

SPELL SLOTS PER LONG REST
Lvl 1: 3
Spellcasting
GP: 15
Health Potions:1
Alchemists' Fire: 2

Weapons: Scimitar, Druidic Focus
Armor: Leather
Tools: Herbalist, Alchemist
Guild Artisan Equipment: Letter of introduction from your guild
Equipment
**INSERT FEAT HERE**

WILD SHAPE (enhanced by DRUID CIRCLE OF THE MOON)
You can use your bonus action twice before a short/long rest to magically assume the shape of a beast that you have seen before (no flying or swimming beasts). You can stay in that beast form for an amount of hours equal to half your Druid level. You can revert to your normal form as a bonus action. You automatically do so if you fall unconscious, drop to 0 HP, or die.

While transformed, the following rules apply:
1. Your physical ability scores (Strength, Dexterity, Constitution) change to that of the beast. You retain all of your proficiencies and gain any that the creature would have.
2. You receive the beast's HP and hit point dice. You revert back to your normal form when the beast's HP reaches 0. Any extra damage carries over into your normal form's HP. When you return to your normal form, you have the same HP you had before you adopted the beast form.
3. You cannot cast spells and your ability to speak or take any actions that require hands is limited to the capabilities of the beast form. However, you can still retain concentration on spells you've cast before entering beast mode.
4. You retain all of your class abilities and can use them if the beast form is capable of doing so, minus physical / racial conditions like Darkvision, unless the beast you turned into has Darkvision too.
5. You choose whether the equipment you were carrying falls to the ground, merges into your new form, or is worn by it. The equipment does not change in size or form to accommodate the beast.

Combat Wild Shape: You can use a bonus action to expend a spell slot and regain 1d8 hit points per level of the spell.
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.

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


Created by

StariMasters.

Statblock Type

Character Sheet (Legacy)

Link/Embed