Tol'vas Moonshadow (Level 15 Elf Druid)
Ancestry: Kaldorei (Elf) | Culture: Mixed Culture (Wood Elf / Natural) | Background: Faction Agent | Destiny: Bearer |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
10 (0) | 16 (+3) | 14 (+2) | 8 (-1) | 20 (+5) | 12 (+1) |
Size: Medium
Speed: 40 ft., 40 ft. climb
Languages: Culture: Common, Darnassian | Background: Taur'he, Draconic | Druid: Druidic, Sylvan
Proficiency Bonus: +5
Hit Points: 138
Senses: Darkvision 60 ft., Passive Perception 25, Passive Investigation 9
Ancestry Features
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
Safe Haven
You have access to a secret network of supporters and operatives in druidic circles who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These individuals never risk their lives for you or risk revealing their true identities.
Destiny Features
Proficiencies
◇ | Strength Saving Throw | 0 |
---|---|---|
● | Athletics | +5 |
◇ | Dexterity Saving Throw | +3 |
○ | Acrobatics | +3 |
○ | Sleight of Hand | +3 |
○ | Stealth | +3 |
◇ | Charisma Saving Throw | +1 |
○ | Deception | +1 |
● | Intimidation | +6 |
○ | Performance | +1 |
○ | Persuasion | +1 |
◇ | Constitution Saving Throw | +2 |
◆ | Intelligence Saving Throw | +4 |
---|---|---|
○ | Arcana | -1 |
○ | History | -1 |
○ | Investigation | -1 |
○ | Religion | -1 |
◆ | Wisdom Saving Throw | +10 |
● | Animal Handling | +10 |
● | Insight | +10 |
● | Medicine | +10 |
● | Nature | +10 |
★ | Perception | +15 |
● | Survival | +10 |
● | Harvesting Kit |
★ | Herbalism Kit |
● | Leatherworker's Tools |
Light armor, medium armor, shields | |
Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
Proficiency Sources: Ancestry: Perception Culture: Survival, Harvesting Kit, Leatherworker's Tools Background: Insight Druid Class: Intelligence Saving Throws, Wisdom Saving Throws, Animal Handling, Medicine, Nature, Herbalism Kit Supernatural Gift: Intimidation Feats: Athletics |
Class Features
Druid (Circle of the Shepherd) 15
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.
Spellcasting (Wisdom)
Wildshape
You know 11 wild shapes of your choice for creatures of CR 1 or less that have the beast or plant type.
As an Action you can magically assume one of your known wild shapes. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
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 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 creature, except you retain your hit points and hit dice, alignment, personality, the ability to speak and understand any languages you know, and your 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, lair actions, or innate spellcasting, you can’t use 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. If your wild shape would have a higher AC, you may use that instead.
- 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 gain all of the wild shape’s senses, movement speeds, resistances, immunities, vulnerabilities, traits, actions, and attacks.
- 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.
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.
Circle of the Shepherd: 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.
Circle of the Shepherd: Spirit Totem
Yu can call forth nature spirits to influence the world around you. 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 or until you're Incapacitated. 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.
Student of Nature: Firsthand Naturalist
You’ve learned the intricacies of nature through firsthand experience rather than academic study. You may always choose to use Wisdom when making Nature checks.
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 Shepherd: Mighty Summoner
Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
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 a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Nature's Balance: Embraced Serenity
You have Advantage on concentration checks made to maintain spells. As a Bonus Action, you touch your druidic focus in meditation, expend a use of your Wild Shape, and regain mana equal to your proficiency bonus. You can use your Wild Shape in this way twice, and three times at 18th level. You regain all expended uses when you finish a long rest.
Circle of the Shepherd: Guardian Spirit
Your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
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.
Circle of the Shepherd: Faithful Summons
The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are Incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
Once you use this feature, you can't use it again until you finish a long rest.
Concordance of Nature: Harmony
When you finish a long rest, you may choose to meditate and harmonize with your surroundings. If you do, at the end of your rest you cast commune with nature, attuning to the area you commune with. While in your attuned area, you have Advantage on Nature, Perception, and Survival checks, and you have '__Blindsight__1 out to a range of 30 feet. Once attuned to an area, you remain attuned to that location until you leave the area, use this ability again, or die.
Supernatural Gifts
Therianthropy (Werewolf)
You are a therianthrope, either hereditarily or by contracting it through contact with another. In either sense, your genealogy has been irrevocably changed because of it. You gain the following traits.
- You are proficient in the Intimidation skill.
Additionally, as an Action, you can assume a hybrid or beast form indefinitely. At nighttime, you can instead transform as a Bonus Action. While in your hybrid form, you gain the following benefits:
- When you take your hybrid form, you may choose to transform into a Medium or Large beast representative of your therianthropy instead. Your statistics (besides your size) in this form are the same as your hybrid form. Any equipment you aren't wearing or carrying isn't transformed.
- You grow claws and teeth that you can use to make unarmed strikes. When you hit with them, the strike deals 2d4 + your Strength or Dexterity modifier slashing damage. If you flourish on the attack roll, the target must make a Constitution saving throw or be subjected to your curse of therianthropy. The DC for this save is 8 + your proficiency bonus + your Constitution modifier.
- You may speak, cast, and concentrate on spells in your hybrid and beast forms.
- You can communicate simple ideas with beasts related to your therianthropy. These creatures can communicate back to you.
- While you are transformed, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.
While in your hybrid or beast form, you also gain the following benefit from being a werewolf:
- Your speed increases by 10 feet.
- You have Advantage on Perception checks that rely on hearing or smell.
- Your AC increases by 1.
- Go For the Throat. If at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated, and then hit it with a melee weapon attack on the same turn, the creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked Prone. You can make a single bite attack against a Prone target with a Bonus Action. Your bite is the same as your claw attack except it deals piercing damage and it always provokes a saving throw to avoid contracting therianthropy.
Nonmagical clothing and equipment may tear or rip during this transformation; most magical items will grow to accommodate your new form. You can revert to your true form early as a Bonus Action, and you revert to your true form if you die.
Certain circumstances can cause you to forcibly transform into your hybrid form.
- If you fail the Constitution save for System Shock immediately transform into your hybrid form for 1 minute.
- On a full moon, make a DC 15 Wisdom saving throw. If you fail this saving throw, you transform into your hybrid form until sunrise.
Feats
- Skinwalker (Level 4 Druid)
- Alpha Beast (Level 8 Druid)
- Leader of the Pack (Level 12 Druid)
- Tough (Emblem Feat 1)
- Skill Expert (Wode Sense) (Emblem Feat 2)
Talents
Secrets of Nature (Druid): 5 | Feats: 1 |
Druid
Aerial Surveyor (Druid)
You can familiarize yourself with a 25-mile radius area around you by spending a minute studying your surroundings while at least 1,000 feet above the ground. Once you familiarize yourself with an area in this way, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make while outdoors in that area for the next 24 hours, and you cannot familiarize yourself with another area until you finish a long rest.
Cavern Skulker (Druid)
You always know the actual direction of any sound you hear regardless of any echoes, and the approximate distance those sounds originated from. In addition, while you are in caves and other natural underground settings, you gain Blindsight out to a range of 10 feet.
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.
Mountain Climber (Druid)
You gain a climbing speed equal to your speed. You and a number of creatures equal to your proficiency bonus with Survival are also acclimated to high altitudes, including elevations above 20,000 feet.
Feats
Wode Sense (Skill Expert: Sorcerer)
While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.
Spells
Total Mana: 94 | Casting Stat: Wisdom | Spell DC: 18 |
Cantrips
- Message (Circle)
- Druidcraft
- Mold Earth
- Shape Water
- Shillelagh
- Wrath
1st-Level Spells
- Bless (Circle)
- Find Familiar (Circle)
2nd-Level Spells
- Find Steed (Circle)
- Mischief (Circle)
3rd-Level Spells
- Beacon of Hope (Circle)
- Clairvoyance (Circle)
4th-Level Spells
- Aura of Life (Circle)
- Find Greater Steed (Circle)
5th-Level Spells
- Circle of Power (Circle)
- Conjure Creature (Circle)