Iris (Level 3 Half-Eladrin Cleric/Druid)

Ancestry: Eladrin/HumanCulture: FeywildBackground: Far TravelerDestiny: Enlightenment
StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)14 (+2)13 (+1)8 (-1)17 (+3)14 (+2)

Size: Medium
Speed: 30 ft, walking, swimming and flying
Languages: Culture: Common, Elvish | Druid: Druidic, Sylvan
Proficiency Bonus: +2
Hit Points: 21

Ancestry Features

Flight (1 point).
Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Trance (1 point).
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Fey Ancestry (1 point).
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Skill (1 point).
You gain proficiency in Animal handling.

Culture Features

Seasonal Affectation.
Your exposure to the Feywild causes you to adopt some of the whimsical natures of the fey. Choose a season to associate yourself with: autumn, winter, spring, or summer. When finishing a long rest, you can change your season.
  • Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.
Fey Step (Major)
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus (2), and you regain all expended uses when you finish a long rest. Having reached 3rd level, Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
  • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
  • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Shifting Seasons (Major)
You gain the ability to cast a cantrip based on your current season. Choose one cantrip from each of the four seasons. You know the cantrip associated with your current season. When you change your season, you also change your cantrip. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).
Autumn. gust | Winter. frostbite | Spring. dancing lights | Summer. produce flame
Feywild Cultural Training (Minor)
You are trained in the weapons and tools common to your people. Choose two of the following options:
  • You have proficiency with an instrument: Vocals.
  • *You have proficiency with brewing supplies

Background Feature

All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Destiny Features: Enlightenment

Source of Inspiration:

Shedding Burdens. The path to Enlightenment is difficult, and often the death of one's Ego and desire. You gain inspiration whenever you sacrifice comfort, convenience, or desire for the purposes of reaching Enlightenment. Examples include sparing a creature who killing would be simpler, abstaining from vices at great sacrifice, refusing to lie, cheat, or steal when doing so would offer great wealth or success, or sacrificing a large amount of wealth or assistance to those in need.

Inspiration Feature:

Mantra. You have developed a phrase or action which, by repeating, allows you to center yourself. At the beginning of your turn, you may spend inspiration to make a saving throw against any spell or ability which allows you to save at the end of your turn to end early, or any spell or ability which is causing you to be charmed, frightened, or turned. If the saving throw is a success, the spell or effect is removed before any negative consequences happen on your turn.

Proficiencies

Strength Saving Throw-1
Athletics-1
Dexterity Saving Throw+2
Acrobatics+2
Sleight of Hand+2
Stealth+2
Constitution Saving Throw+1
Charisma Saving Throw+4
Deception+4
Intimidation+2
Performance+4
Persuasion+4
Intelligence Saving Throw-1
Arcana-1
History-1
Investigation-1
Nature+1
Religion-1
Wisdom Saving Throw+5
Animal Handling+5
Perception+5
Survival+3
Insight+5
Medicine+5
Instrument: Voice
Instrument: Percussion
Artisan: Weaving Tools
Artisan: Brewing Supplies
Artisan: Cook's Utensils
Frontier: Herbalism Kit
 Simple weapons
Proficiency Sources:
Ancestry: Animal Handling
Culture: Deception, Voice, Brewing Supplies
Background: Perception, Weaving Tools, Percussion
Cleric Class: Wisdom Saving Throws, Charisma Saving Throws, Insight, Medicine, Cook's Utensils, Performance, Persuasion
Druid Class: Nature, Herbalism Kit


Class Features

Cleric (Peace Domain) 1

Defensive Blessing: Armor of Conviction

While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier AC (AC 15). You always have the shield of faith spell prepared, and it doesn’t count against the number of spells you can prepare each day.

Sacred Call: Clerical Charisma

Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC.

Initiate of Peace

You learn one of the following cantrips: Guidance. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency one skill of your choice: Persuasion.

Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mediator

You have the uncanny ability to end disagreements and disarm conflicts. When you make a Charisma check to mediate disagreements or to convince a creature to avoid conflict, you gain a bonus on the check equal to your Wisdom modifier (minimum 1).

Druid (Circle of the Shepard) 2

Druidic Training

All druids are taught to commune with nature, to become a conduit for natural power, and to maintain the secrets of their druid circle. You gain proficiency with Nature. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Wild Shape

As an action you can magically assume a form called a Wild Shape. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

When you use this ability, you choose whether you want to be tiny, small, medium, or large. Each size uses a different template to determine its statistics. You must also choose to take a Beast or Plant shape. Your choice determines your creature type while in your Wild Shape, as well as its appearance.

Each time you use your Wild Shape ability, you choose an Exploration Trait and a Combat Trait. If a trait has a required creature type, movement speed, size, or other prerequisite trait, you must meet the prerequisites. You gain an additional Exploration Trait at 4th level, and an additional Combat Trait at 8th level. When you choose a Combat Trait, you may choose an Exploration Trait instead.

You decide the physical appearance of your Wild Shape, but the traits you select may inform it. For example, a Beast Wild Shape with the Web Sense trait may look like a spider, while a Plant Wild Shape with the Reach trait could look like a Vine Blight.

You can stay in a wild shape for a number of hours equal to your druid level. 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 drop to 0 hit points, or die.

LevelExploration TraitsCombat TraitsArmor Class
2nd1112
4th2113
8th2214
12th2215
16th2216
20th2217

While you are transformed, the following rules apply:

  • You retain your hit points and hit dice, alignment, personality, the ability to speak and understand any languages you know, and your Constitution, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, as well as any movement speeds you have (provided your new form can utilized them.)
  • When you transform, you gain a number of temporary hit points equal to half your druid level. While in a wild shape your armor class equals 12 + ¼ your druid level (rounded down) as shown on the Wild Shapes table.
  • Your Strength and Dexterity scores change according to the size template you chose. This change does not affect your movement speed or armor class.
  • While in a wild shape you may only cast spells with a range of Self or Touch. You can perform the verbal and somatic components of such spells while in a wild shape and your wild shape itself acts as your spellcasting focus. Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it 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. You also gain darkvision at a range of 60 feet.
  • 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.

Speech of the Woods

You gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. Additionally, you are under the constant effects of the speak with animals spell. This magical effect cannot be dispelled.

Spirit Totem

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight and swiftness. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura, and ranged attacks and opportunity against allies in the aura have disadvantage.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura, and hostile creatures can't become invisible there. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Talents

Secrets of Nature

Aquatic Delver

You gain a swimming speed equal to your Speed and you add your spellcasting ability modifier to the number of minutes you can hold your breath before suffocating (3). In addition, while fully submerged in water, you gain blindsight out to a range of 10 feet.

Herbal Apothecary

You gain proficiency with the herbalism kit. If you are already proficient in it, you gain expertise instead. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.

Spells

Total Mana: 14Casting Stat: WisdomSpell DC: 13Spell Attack Bonus: +5Number of Cleric Spells: 4Number of Druid Spells: 5

Cantrips

1st-Level Cleric Spells

1st-Level Druid Spells