Seria (Level 15 Half-Troll Druid/Barbarian)
Ancestry: Mixed Ancestry (Troll / Quel'dorei) | Culture: Mixed Culture (Natural / Warrior) | Background: Outlander | Destiny: Wanderer / Devotion (Current) |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 15 (+2) | 12 (+1) | 20 (+5) | 8 (-1) |
Size: Medium
Speed: 50 ft., 50 ft. swim
Languages: Culture: Common, Thalassian, Zandali | Druid: Druidic, Sylvan | Feat: Darnassian
Proficiency Bonus: +5
Hit Points: 110
Senses: Darkvision 60 ft., Passive Perception 30, Passive Investigation 21, Passive Insight 15
Damage Resistances: Necrotic
Ancestry Features
- You have Advantage on an attack roll against a creature that is Frightened.
- When you flourish, you may gain the benefits of the Demoralize flourish in addition to the flourish option you choose. You can use this trait 5 times, and you regain all expended uses of it when you finish a long rest.
Culture Features
- The creature's Wisdom score if it is equal to or lower than yours.
- Whether the creature is disrespectful, neutral, or respectful of the natural world.
- The highest level of druid or ranger spells they can cast.
Background Feature
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those allied with your tribe if you have one, often including members.
Destiny Features
Source of Inspiration
The Dusty Trail. You are no stranger to the lonely road. You gain inspiration whenever you accomplish some feat of exploratory acumen. Examples include visiting a major landmark you have never been to before, successfully navigating through a difficult location, or taking a major step towards finally settling down.
Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Examples include complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.
Inspiration Features
Free as a Bird. A journey begins with a single step, and you cannot be deterred from your wandering now. When you would be Grappled, Restrained, or Petrified, if your movement speed would be reduced, or if you would be moved against your will, you can spend your Inspiration to prevent the condition or effect from affecting you.
Selfless Sacrifice. You do not hesitate to put yourself in danger to save others. When a creature within 5 feet of you is hit with an attack or fails a saving throw against a spell or effect that targets only them, you can spend an inspiration to change the target of the attack or effect to you. The attack automatically hits you, and you automatically fail the saving throw against the spell.
Fulfillment Feature: Where the Heart Is
Your travels have taught you about the most important part of a journey. Friendly creatures you travel with cannot become lost except by nonmagical means, ignore difficult terrain while traveling, can travel at fast pace without penalties, and cannot have their long rests interrupted by combat. Additionally, you ignore nonmagical difficult terrain. If you already can, you increase your movement speed by 10 feet.
Proficiencies
◇ | Strength Saving Throw | +1 |
---|---|---|
● | Athletics | +6 |
● | Intimidation | +6 |
◇ | Dexterity Saving Throw | +2 |
○ | Acrobatics | +2 |
○ | Sleight of Hand | +2 |
○ | Stealth | +2 |
◇ | Charisma Saving Throw | -1 |
○ | Deception | -1 |
○ | Performance | -1 |
○ | Persuasion | -1 |
◇ | Constitution Saving Throw | +2 |
◆ | Intelligence Saving Throw | +6 |
---|---|---|
○ | Arcana | +1 |
○ | History | +1 |
○ | Investigation | +1 |
● | Nature | +6 |
● | Religion | +6 |
◆ | Wisdom Saving Throw | +10 |
○ | Animal Handling | +5 |
○ | Insight | +5 |
○ | Medicine | +5 |
★ | Perception | +15 |
● | Survival | +10 |
● | Artisan: Pottery Tools |
★ | Frontier: Herbalism Kit |
● | Instrument: Winds |
Light Armor, Medium Armor, Shields | |
Simple Weapons, Martial Weapons |
Proficiency Sources: Ancestry: Perception Culture: Intimidation Background: Athletics, Pottery Tools, Wind Instruments Druid Class: Intelligence Saving Throws, Wisdom Saving Throws, Herbalism Kit, Nature, Religion, Survival Intelligence Bonus: Stealth |
Class Features
Druid (Circle of the Moon) 14
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 (5/LR)
As a Bonus Action you can magically assume a form called a Wild Shape. 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 14 hours. 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.
Circle of the Moon: Combat Wild Shape
You do not merely adopt the form of beasts; you empower them with the force of your will. You gain the following benefits:
- You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
- When you would gain a temporary hit points from assuming a wild shape, you gain twice as many temporary hit points.
- You can cast spells that restore points, even if they have a range other than Self or Touch. A spell cast in this way can only restore hit points to yourself.
- While in a wild shape, your armor class equals 14 + ¼ your druid level (rounded down).
Circle of the Moon: Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. When you use your Wild Shape, you can take the form of a Monstrosity such as an owlbear, rust monster, or griffon. Monstrosities can choose traits that require the Beast creature type, as well as a number of special traits only available to them.
In addition, you gain an additional Wild Shape Exploration Trait, and additional Exploration Traits and Combat Traits as you level, as shown on the Circle of the Moon Traits table. You may choose these traits from any basic Druid Wild Shape Trait, even if you do not meet the level requirements. You must meet any other prerequisites for these traits, and you also must meet level requirements on special Exploration and Combat Traits available only to the Circle of the Moon.
Wild Companion
You gain the ability to summon a spirit that assumes an animal form: as an Action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Student of Nature
- 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.
- Leyline Awareness (Dual Enrollment). Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:
- Which way is north.
- The direction of the nearest body of water, forest, and city or town within a number of miles equal to half your proficiency bonus.
- The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.
Land's Stride
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have Advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Circle of the Moon: Primal Wild Shape
Your Wild Shapes can tap deep into your reservoirs of primal energy. You gain the following benefits:
- Your attacks in Wild Shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape.
- When you take your Wild Shape form, you can choose to be Huge.
Druidic Lore: Force of Nature
You’re adept at covertly performing druidic magic without attracting attention. When you cast a druid spell, you may cast it without any somatic or verbal components. If you are in a Wild Shape, you may cast any druid spell regardless of range. You can use this feature 5 times. You regain expended uses when you finish a long rest.
Nature's Balance: Embraced Ferocity
The number of temporary hit points you gain when you Wild Shape becomes equal to your Druid level instead of half. Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn while in Wild Shape. If you already can, your Bestial Strike does an additional die of damage.
Circle of the Moon: Elemental Wild Shape
Custom for Warcraft.
Improved Wild Companion
Your bond has grown and you are able to summon forth greater nature spirits. As an Action, you can expend a use of Wild Shape to cast the conjure animals, summon beast, or summon fey spell at 3rd level without material components.
Wild Resurgence
When you expend a use of your Wild Shape, primal magic radiates from you as a part of the same action. Choose a point within 30 feet of yourself, and spectral flowers appear for a moment in a 10-foot radius sphere centered on that point.
Roll a number of d4s equal to your Wisdom modifier (minimum of one die). You may choose to have those flowers bloom or wilt. If you cause them to bloom, creatures of your choice recover hit points equal to the result. If you cause them to wilt, creatures of your choice must make a Constitution saving throw or take necrotic damage equal to the result.
Circle of the Moon: Thousand Forms
You can cast alter self at will. When you cast this spell, it is cast at 5th level, lasts until dispelled, and doesn't require concentration.
Additionally, while you are in Wild Shape form, you can mold your form to better suit your needs. As a Bonus Action, you can change your Wild Shape form. When you do, you can change your size, creature type, and any of your Exploration and Combat traits. Doing so does not expend a use of your Wild Shape, nor does it give you additional Temporary Hit Points.
During each Wild Shape, you can use this ability a number of times equal to half your total uses of Wild Shape (rounded down).
Barbarian 1
Rage (2/LR)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have Advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are Incapacitated or if your turn ends and you haven’t attacked a hostile creature, forced a saving throw, or taken damage since your last turn. You can also end your rage on your turn as a Bonus Action.
Battle Defense: Rugged Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier
. You can use a shield and still gain this benefit. In addition, your speed increases by 5 feet while you aren’t wearing heavy armor. At 5th level, your speed increases by an additional 5 feet.
Feats
- Sentinel (Level 4 Druid)
- Baleful Scion (Level 8 Druid)
- Iron Hero (Level 12 Druid)
- Fey Touched (Emblem Feat 1) (NEED A DIFFERENT LANGUAGE)
- Observant (Emblem Feat 2)
Talents
Secrets of Nature (Druid): 5 | Developed Talents (Barbarian): 1 | Feats: 0 |
Druid
Aquatic Delver (Druid)
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. In addition, while fully submerged in water, you gain blindsight out to a range of 10 feet.
Dual Enrollment (Druid)
Choose a second option from the Student of Nature class feature. You gain the benefits from it.
Forest Friend (Druid)
The starting attitude of beasts, fey, plants, and natural monstrosities with an Intelligence score of 3 or less is one step higher; hostile creatures treat you with indifference, indifferent creatures treat you as friendly, and so on. The DM can ignore this trait during an encounter; if they do, you gain inspiration.
Herbal Apothecary (Druid)
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.
Master Forager (Druid)
You have Advantage on checks made to forage in the wilderness and gain twice as much food and water as you normally would when doing so.
Barbarian
Mark of the Fierce (Barbarian)
You gain proficiency in the Intimidation skill. If you are already proficient in it, you may instead choose to use Strength when making Intimidation checks. If you already can, you gain expertise in the Intimidation skill.
Spells
Total Mana: 83 | Casting Stat: Wisdom | Spell DC: 18 | Prepared Spells: 19 | Spell List: Thornspeaker |
Cantrips
- True Strike (Circle Spell)
- Druidcraft
1st-Level Spells
- Ensnaring Strike (Circle Spell)
- Thunderous Smite (Circle Spell)
- Gift of Alacrity (Fey Touched)
2nd-Level Spells
- Misty Step (Circle Spell)
- Warding Bond (Circle Spell)
3rd-Level Spells
- Flame Stride (Circle Spell)
- Remove Curse (Circle Spell)
4th-Level Spells
- Banishment (Circle Spell)
- Compulsion (Circle Spell)
5th-Level Spells
- Banishing Smite (Circle Spell)
- Far Step (Circle Spell)
Notable Items
Dreamer's Dragonstaff (Attunement II)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4
expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the transforms into a Dragonleaf tree permanently.
Spells. You can use an Action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), dream (5 charges), nature's curse, (2 charges), phase shift (3 charges), protection from poison (2 charges), sleep (1 charge, can spend more to cast at higher levels), and true seeing (6 charges).
You can also use an Action to cast the blur spell from the staff without using any charges.
Dragonleaf Tree Form. You can use an Action to plant one end of the staff in fertile earth and expend 7 charges to transform the staff into a healthy green Dragonleaf tree. The tree is friendly to you and obeys your verbal commands. If the dragonleaf tree is killed, the staff is destroyed; even if the tree is brought back to life, it cannot be transformed back into a staff. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. The tree's hit points are restored to maximum when the staff regains any charges.
Ring of Spell Storing (Attunement I)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Magical Tattoos [9/18] (Attunement II)
Lifewell Tattoo (Epic)
- Shadow Resistance. You have resistance to shadow damage.
- Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Motherheart Tattoo (Uncommon)
This tattoo depicts clawlike forms and other jagged shapes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
- Eldritch Maul. As a Bonus Action, you can empower the tattoo for 1 minute. For the duration, each of your melee weapon attacks can reach a target up to 30 feet away from you, as tendrils of ink launch from your weapon or unarmed strike toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Poison Absorbing Tattoo (Epic)
- Damage Resistance. While the tattoo is on your skin, you have resistance to poison damage.
- Damage Absorption. When you take poison damage, you can use your Reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.