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About Red FeatherStat Block Red Feather
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Sling. Ranged Weapon Attack: +4 to hit, range 30 ft./120 ft., one target.
Spell Attack. Ranged Weapon Attack: +5 to hit, range 0 ft., one target.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Equipment leather armor, Scimitar, Sling, backpack, bedroll, druidic focus (totem), mess kit, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin Abilities & Gear
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Breath Weapon
Circle Forms
Starting at 6th level, you can transform into a beast with a challenge
Circle of the Moon
Combat Wild Shape
Additionally, while you are transformed by Wild Shape, you can use a
Spellcasting
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Cantrips (Unlimited) Resistance Shillelagh Level 1 (3/1)
Wild Shape
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Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Background
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Criminal - Pickpocket Insult - I get angry as soon as I feel insulted Locations - Whenever I'm in a new place I make mental notes of all the valuables and their locations, or where things might be hidden. Ideal: People - I'm only loyal to my friends, the rest can all take a hike for all I care (Neutral) Bond: Redeem - I hope to redeem myself of a terrible crime I once committed. Flaw: Plan - I'm not interested in a well laid out plan. Spur of the moment decisions are always more effective. Wild Shapes
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Brown Bear Large beast, unaligned -------------------- Armor Class 11 (natural armor) Hit Points 34 (4d10+12) Speed 40 ft., climb 30 ft. -------------------- STR 19 (+4), DEX 10 (+0), CON 16 (+3), INT 2 (-4), WIS 13 (+1), CHA 7 (-2) -------------------- Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) -------------------- Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Dire Wolf
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Dire Wolf Large beast, unaligned -------------------- Armor Class 14 (natural armor) Hit Points 37 (5d10+10) Speed 50 ft. -------------------- STR 17 (+3), DEX 15 (+2), CON 15 (+2), INT 3 (-4), WIS 12 (+1), CHA 7 (-2) -------------------- Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1 (200 XP) -------------------- Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Giant Spider
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Giant Spider Large beast, unaligned -------------------- Armor Class 14 (natural armor) Hit Points 26 (4d10+4) Speed 30 ft., climb 30 ft. -------------------- STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 2 (-4), WIS 11 (+0), CHA 4 (-3) -------------------- Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) -------------------- Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., one creature.
Lion
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Lion Large beast, unaligned -------------------- Armor Class 12 Hit Points 26 (4d10+4) Speed 50 ft. -------------------- STR 17 (+3), DEX 15 (+2), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 8 (-1) -------------------- Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 1 (200 XP) -------------------- Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Tiger
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Tiger Large beast, unaligned -------------------- Armor Class 12 Hit Points 37 (5d10+10) Speed 40 ft. -------------------- STR 17 (+3), DEX 15 (+2), CON 14 (+2), INT 3 (-4), WIS 12 (+1), CHA 8 (-1) -------------------- Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) -------------------- Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
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