Insectare

Vrindel's page

377 posts. Alias of scranford.


Full Name

Vrindel

Race

Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y)

Classes/Levels

Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Gender

Male

Size

Medium

Age

18

Alignment

NG

Languages

Northern, Sylvan, Druidic

Strength 14
Dexterity 10
Constitution 14
Intelligence 9
Wisdom 18
Charisma 12

About Vrindel

Vrindel

Spoiler:

Vrindel
Male Night Whisper Trollkin Druid 5
Medium humanoid, neutral good

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Armor Class 13 (leather armor, shield) / 16 w/ Barkskin
Hit Points 43 (5d8+8)
Speed 30 ft.
Passive Perception 17
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STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 9 (-1), WIS 18 (+4), CHA 12 (+1)
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Saving Throws Int +2, Wis +7
Skills Deception +4, Intimidation +4, Perception +7, Persuasion +4, Survival +7
Senses darkvision 60 ft., passive Perception 17
Languages Druidic, Northern, Sylvan

Racial Abilities

Spoiler:

*NATURAL WEAPONS: You have large fangs and sharp claws instead of fingernails and toenails. You can use your claws or fangs to make unarmed strikes. If you hit with them, claws deal 1d4 + Strength modifier slashing damage, and fangs deal 1d4 + Strength modifier piercing damage.

*INHUMAN VIGOR: You concentrate regenerative power in your blood to swiftly recover from wounds. As a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). You must complete a long rest before using this ability again. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.

*SPIRIT WHISPERS: The spirits of your tribe’s ancestors whisper secrets from beyond the veil of death. Before making an ability check or saving throw, you can heed the wisdom of the spirits to gain advantage on the roll. You cannot use this feature again until you finish a long rest.

Class Abilities

Spoiler:

*Wildshape

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.
*Improved Wild Shape CR up to 1/2, no flying

Beast Shapes
Level - 4
Max CR - 1/2
Limitations - No flying
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 DM 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.

*SPELLCASTING: Slots (1st) 4/4 (2nd) 3/3 (3rd) 2/1
C - Druidcraft
C - Shillelagh
C - Magic Stone
C - Produce Flame
1 - Cure Wounds
1 - Entangle
1 - Healing Word
1 - Ice Knife
2 - Barkskin (d)
2 - Spider Climb (d)
2 - Pass without a trace
2 - Flaming Sphere
2 - Lesser Restoration
2 - Healing Spirit
3 - Call Lightning (d)
3 - Plant Growth (d)
3 - Tidal Wave
3 - Dispel Magic

Druid Circle Circle of the Land

Spoiler:

he Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, 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.

3rd - Barkskin, Spider Climb
5th - Call Lightning, Plant Growth
7th - Divination, Freedom of Movement
9th - Commune with Nature, Tree Stride

Spell Descriptions

Spoiler:

*Barkskin Druid 2nd (Domain)
CASTING TIME: 1 Action; RANGE/AREA Touch; COMPONENTSV, S, M *
DURATION: Concentration 1 Hour; SCHOOL Transmutation
ATTACK/SAVE: None; DAMAGE/EFFECT Buff (...)

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

*Druidcraft Druid 0th
School: Transmutation; Components: V, S; Casting Time: 1 action;
Range: 30 feet; Duration: Instantaneous

These are new variants of the spell druidcraft that appears in the
Player’s Handbook, pg.236
♦ You perfectly mimic one animal or bird call.
♦ You place a magical mark on an object such as a rock or tree to mark a path or tell a message such as “danger: beasts” or “fresh water.” This mark is very subtle and causes no harm whatsoever, and lasts until you dispel it.
♦ You instantly make an unripe fruit ripen.
♦ You command one beast of CR 0. The command must be of no more than two words (“sit,” “attack him”).
♦ You heal a Tiny plant.

Flame Blade Druid 2nd
School: Evocation; Components V,S,M; Casting Time: 1 Bonus Action
Range/Area: Self; Duration 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

*Lesser Restoration Druid 2nd
School: Abjuration; Components V/S, Casting Time: 1-Action
Range: Touch, Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

*Magic Stone Druid 0th
School: Transmutation; Components V/S, Casting Time: 1-bonus Action, Range: Touch, Duration 1-minute.

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

*Shillelagh Druid 0th
School: Transmutation; Components: V, S, M (mistletoe, a shamrock
leaf, and a club or quarterstaff); Casting Time: 1 bonus action; Range:
Touch; 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.

*Cure Wounds Druid 1st
School: Evocation; Components: V, S; Casting Time: 1 action;

Range: Touch; 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.

*Entangle Druid 1st
School: Conjuration; Components: V, S; Casting Time: 1 action;
Range: 90 feet; Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20 foot square
starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

*Healing Word Druid 1st
School: Evocation; Components V, Casting Time: One bonus Action; Range 60'; Duration: Instantaneous

A creature of your choice that you can see within range regains Hit points equal to 1d4 plus your spellcasting ability modifier. This spell has no effects on Undead or Constructs. Healing increases by 1d4 per spellcasting level.

*Ice Knife Druid 1st
School: Conjuration; Components: S, M (a drop of water or piece of
ice); Casting Time: 1 action; Range: 60 feet; Duration: Instantaneous

Fling a conjured shard of ice at one creature within range with a ranged spell attack. A hit does 1d10 piercing damage, either way the shard explodes, making each creature within 5 feet of where it exploded take 2d6 cold damage unless they succeed in a Dexterity save. At Higher Levels: The cold damage increases by 1d6 for each slot level above 1st.

*Pass without a Trace Druid 2nd
School: Abjuration; Components VSM; Casting Time 1-Action
Range/Area: Self; Duration 1-Hour

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.

*Spider Climb Druid 2nd (Circle Spell)
School: Transmutation; Components VSM; Casting time 1-Action
Range/Area: Touch; Duration 1-Hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

*Create or Destroy Water Druid 1st
School: Transmutation; Components: V, S, M (a drop of water if
creating water or a few grains of sand if destroying it); Casting Time: 1- action; Range: 30 feet; Duration: Instantaneous
You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range
in an open container. Alternatively, the water falls as rain in a 30 foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open
container within range. Alternatively, you destroy fog in a 30 foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Flaming Sphere Druid 2nd
School: Conjuration
Components:V,S,M; Casting Time: 1-Action; Range 60'(5'Sphere); Duration 1-minute; DEX Save for 1/2 damage.

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Background - Fey Touched

Spoiler:

* GLEAM OF GLAMOUR - The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon.

The pulse of fey magic within you can sometimes reach out, usually
when your emotions are strongest. If you revel and enjoy yourself,
others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.

* PERSONALITY TRAIT: I Always Offer a Blessing - I always offer a blessing when someone sneezes, and I get upset when no one returns the favor

* PERSONALITY TRAIT: Looking for Meaning and Patterns - I see meaning and pattern in things other people dismiss as random.

* IDEAL: People I love how different people can be, and I want to collect their stories. (Neutral)

* BOND: Dire Destiny The fey who marked me hinted at a dire destiny

* FLAW: Fond of Food, Drink, and Company I’m overly fond of good food, strong drink, and pleasurable company.

Actions
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Spoiler:

Shillelagh Melee Spell Attack +6 to hit, reach 5 ft., one target
Hit: 1d8+4 Bludgeoning Damage (Magical)

Magic Stone Ranged Spell Attack, : +5 to hit, range 60' one target (Up to 3 stones)
Hit: 1d6+3 Bludgeoning Damage

Flame Blade Melee Spell Attack,: +5 to hit, Range 5', one target
Hit: 3d6 Fire Damage

+1 Quarterstaff 1H Melee Weapon Attack +5 to hit, Reach 5 ft, One target.
Hit 1d8+3 / 2H 1d10+3

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+2 piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d4+2 slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+2 slashing damage.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 bludgeoning damage.

Equipment leather armor, Scimitar, +1 Quarterstaff, shield, backpack, bedroll, druidic focus (wooden staff), mess kit, pan flute, pouch, rations (8), rations (2), rope, hempen (50 feet), tinderbox, torch (10),