Seria (Level 18 Half-Troll Druid/Barbarian)
Ancestry: Mixed Ancestry (Troll / Quel'dorei) | Culture: Mixed Culture (Natural / Warrior) | Background: Outlander | Destiny: Wanderer / Devotion (Current) |
Creature Type Humanoid | Size Medium | Movement 50 ft., 50 ft. swim |
Languages Culture: Common, Thalassian, Zandali | Druid: Druidic, Sylvan | Fey Touched: Darnassian
Senses darkvision 180 ft., Passive Perception 32, Passive Investigation 17, Passive Insight 15
Damage Resistances: necrotic, psychic, radiant
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 6 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
Proficiency Sources | |||||
---|---|---|---|---|---|
Ancestry: Perception | |||||
Culture: Convince, Woodcarver Tools | |||||
Background: Animal Handling, Potter Tools, Instruments | |||||
Druid Class: Intelligence Saving Throws, Wisdom Saving Throws, Nature, Investigation, Religion, Herbalism Kit, ★ Herbalism Kit (Herbal Apothecary) | |||||
Barbarian Class: Athletics (Balance of Power) | |||||
Intelligence Bonus: Stealth | |||||
Feats: ★ Perception (Observant) | |||||
Downtime/Other: |
Saving Throws | ||
---|---|---|
◇ | Strength | +2 |
◇ | Dexterity | +2 |
◇ | Charisma | -1 |
◇ | Constitution | +3 |
◆ | Intelligence | +7 |
◆ | Wisdom | +11 |
Skills | |||||
---|---|---|---|---|---|
● | Animal Handling | ○ | Insight | ○ | Precision |
○ | Arcana | ● | Investigation | ● | Religion |
● | Athletics | ○ | Leadership | ○ | Resilience |
● | Convince | ○ | Medicine | ○ | Society |
○ | Deception | ● | Nature | ● | Stealth |
○ | Drive | ★ | Perception | ○ | Streetwise |
Tools & Arts | |||||
---|---|---|---|---|---|
Artisan: Potter Tools, Woodcarver Tools | |||||
Frontier: ★ Herbalism Kit | |||||
Performance Arts: Instruments | |||||
Armor: Light Armor, Medium Armor, Shields | |||||
Weapons: Simple Weapons, Martial Weapons |
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 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.
Druidic Defense: Warden Training
You gain proficiency with light armor, medium armor, shields. Druids will usually not wear armor or use shields made of metal.
Wild Shape
As a Bonus Action you can magically assume a form called a Wild Shape. You can use this feature 6 times. You regain one
expended use when you finish a Short Rest, and you all regain expended uses when you finish a Long Rest.
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:
- 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 spirits that assumes animal forms to aid you and your companions: you can expend a use of your Wild Shape feature to cast one
of the following spells, without material components: alarm, find familiar, sudden awakening, unseen servant, or wild cunning.
The effects of these spells are carried out by harmless beasts, causing some of them to be altered in the following ways:
- Alarm: A loud beast, such as a rooster or fox, keeps watch over the area and alerts creatures when the spell is triggered. The alarm must be audible.
- Find familiar: The familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
- Sudden awakening: Loud beasts awaken sleeping creatures, and birds, insects, or other flying creatures help the targets stand up from prone.
- Unseen servant: The force summoned by this spell is visible, and takes the form of a Medium or smaller beast. It otherwise can accomplish the same tasks as normal.
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 animal messenger, conjure animals, flock of familiars, summon beast, or summon fey spell at 3rd level without material components.
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 6 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 twice Druid level. Additionally, your Bestial Strike does an additional die of damage.
Circle of the Moon: Elemental Wild Shape
Custom for Warcraft.
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 5d4. 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 4
Rage
You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren’t wearing Heavy Armor.
- Damage Resistance. You have Resistance to bludgeoning, piercing, and slashing damage.
- Rage Damage. When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
- Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
- No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
You can enter your Rage 3 times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
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.
Danger Sense
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have Advantage on Dexterity saving throws provided you aren't Incapacitated.
Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Ancestral Guardian: Ancestral Protectors
Spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has Disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has Resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Ancestral Guardian: Ancestral Guidance
Yours is a path that seeks attunement with the spirits of those who came before, granting you their guidance. You gain the ability to cast the augury spell without material components, but only as a Ritual. You also learn the guidance cantrip.
Supernatural Gifts
Atal'ai Prophet
Through utter devotion to Riff, you have become his prophet; the herald and high priestess of the god-like being. Beloved by the Loa, radiant magic flows through you. You gain the following traits.
- Celestial Resistance. You have Resistance to psychic and radiant damage.
- Darkvision. Your darkvision range increases by 30 feet.
Feats & Ability Score Increases
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Talents
Secrets of Nature (Druid): 5 | Developed Talents (Barbarian): 2 | Feats: 2 |
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 Expertise with herbalism kits. 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 can always use Strength when making Convince checks.
Balance of Power (Barbarian)
You gain proficiency in the Athletics skill, and can always use Strength when making Athletics checks.
Feats
Noxious Invigoration (Eldritch Adept: Warlock)
Whenever you gain temporary hit points, increase the amount you gain by 6.
Witch Sight (Eldritch Adept: Warlock)
You have Truesight with a range of 30 feet.
Spells
Total Mana: 58 | Casting Stat: Wisdom | Spell DC: 19 | Prepared Spells: 19 | Spell List: Thornspeaker |
Cantrips
- True Strike [Circle Spell]
- Guidance [Ancestral Guidance]
- Resistance [Fey Touched]
- Druidcraft
- Spare the Dying
- Thorn Whip
- Toll the Dead
- Wrath
1st-Level Spells
- Ensnaring Strike [Circle Spell]
- Thunderous Smite [Circle Spell]
- Gift of Alacrity [Fey Touched]
2nd-Level Spells
- Ritual: Augury [Ancestral Guidance]
- Mirror Image [Circle Spell]
- Spirit Link [Circle Spell]
- Blink [Fey Touched]
3rd-Level Spells
- Ritual: Speak with Dead [Bwonsamdi]
- Blinding Smite [Circle Spell]
- Remove Curse [Circle Spell]
4th-Level Spells
- Compulsion [Circle Spell]
- Staggering Smite [Circle Spell]
5th-Level Spells
- Banishing Smite [Circle Spell]
- Far Step [Circle Spell]
6th-Level Spells (1)
7th-Level Spells (1)
Notable Items
Weapons & Armor
Zin'Khas, Blade of the Beloved God (Attunement II)
Attack: +11 | Damage: 1d4 + 5 piercing damage |
Originally one of the Fangs of the Faceless, this dagger has been purged of its corruption and restored to its original brilliance as a tool to use in service of the reborn Hakkar, Loa of Blood and Rebirth.
You gain a +1 bonus to attack and damage rolls made using this weapon.
Bloodletting. You inflict a Critical Hit when using this weapon on a 19 or 20. If you are below half health, you inflict Critical Hits on an 18 as well. You can expend a Flourish to regain one expended hit die, or two on a Critical Hit.
Blood Rite. When you cast a spell that restores hit points, removes a condition, or inflicts necrotic damage, you may spend any number of hit dice to ignore costly material components, reducing 100gp for every hit die you spend. Then, roll all of these hit dice and lose hit points equal to the total number rolled.
Blood Magic. While attuned to this dagger, you know the following spells. You can cast these spells with mana if you can cast spells of their respective levels, or by using your hit dice. If you cast them in this way, spend hit dice equal to the level of the spell, then roll these dice and lose hit points equal to the total number rolled, you may cast these spells up to 9th level, even if you normally cannot cast spells at that level.
Atal'ai Prophet. If wielded by the Atal'ai Prophet of Hakkar, the dagger also has the following properties:
- The bonus to attack and damge rolls becomes +3, and can be used with unarmed strikes.
- You gain the Baleful Scion feat. If you already have it, the extra damage of Life-Draining Grasp increases to 4d6.
- You gain the Blood Magic feat. If you already have it, the dice of Life Channel become d8s, and the refund threshold is increased to 3.
Jewelry & Accessories
Kala's Kiss (Attunement I)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Additionally, you are Immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
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.
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.