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About VrindelVrindel
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Vrindel Male Night Whisper Trollkin Druid 5 Medium humanoid, neutral good -------------------- Armor Class 13 (leather armor, shield) / 16 w/ Barkskin Hit Points 43 (5d8+8) Speed 30 ft. Passive Perception 17 -------------------- STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 9 (-1), WIS 18 (+4), CHA 12 (+1) -------------------- 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
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*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
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*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.
Beast Shapes
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.
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 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
Druid Circle Circle of the Land
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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
Natural Recovery
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
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
Spell Descriptions
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*Barkskin Druid 2nd (Domain)
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
These are new variants of the spell druidcraft that appears in the
Flame Blade Druid 2nd
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
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
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
The wood of a club or quarterstaff you are holding is imbued with
*Cure Wounds Druid 1st
Range: Touch; Duration: Instantaneous
*Entangle Druid 1st
Grasping weeds and vines sprout from the ground in a 20 foot square
*Healing Word Druid 1st
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
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
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)
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
Create Water. You create up to 10 gallons of clean water within range
Flaming Sphere Druid 2nd
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
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* 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
* 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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Shillelagh Melee Spell Attack +6 to hit, reach 5 ft., one target
Magic Stone Ranged Spell Attack, : +5 to hit, range 60' one target (Up to 3 stones)
Flame Blade Melee Spell Attack,: +5 to hit, Range 5', one target
+1 Quarterstaff 1H Melee Weapon Attack +5 to hit, Reach 5 ft, One target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
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), |