Jump to content

Hammie's App


Hammerfist

Recommended Posts

 

Cella Oakenstaff

Circle of Spores Druid

 

a97b23d6800bd7f682d0414a90184481.jpg

 

"Well, that's just, like, your opinion, man."

 

Druid 3

Medium humanoid female (Wood Elf), neutral good


Armor Class 18 (studded leather armor and shield)

Hit Points  27
Speed 35' ft.


Senses darkvision,

Languages common, elven, druidic, dwarven

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +1
Athletics +1


Dexterity 18 (+4) 
Save +4
Acrobatics +4 | Sleight of Hand +4 | Stealth +4


Constitution 16 (+3)
Save +3
No skills associated.


Intelligence 13 (+1)
Save +3
Arcana +1 | History +1 | Investigation +1 | Nature +3 | Religion +1


Wisdom 16 (+3)
Save +5
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +5


Charisma 14 (+2) 
Save +2
Deception +2 | Intimidation +2 | Performance +2 | Persuasion +4

 

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Alchemist's Tools
  • Instruments
  • Weapons Druidic Weapons
  • Armors Light, Medium, Wooden shields (but oaths prevent much worked metal)

DRUID CLASS ABILITIES
Druidic * Spellcasting * Wild Shape * Druid Circle of Spores * Wild Companion


CIRCLE OF SPORES ABILITIES

Circle SpellsCircle Spells

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, 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.
Circle of Spores Spells
Druid Level Circle Spells
2nd Chill Touch
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion

Halo of SporesHalo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic EntitySymbiotic Entity

Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Fleet of Foot


FEATS
 

 

WEAPONS

WEAPONS

  • Shillelagh +5 to hit for (1d8+3) bludgeoning damage
  • Dagger +6 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+4) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 4/4 (1st), 2/2 (2nd),

  • Druid - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6

CANTRIPS

 GuidanceSource: Player's Handbook

Divination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spell Lists. Artificer, Cleric, Druid
ShillelaghSource: Player's Handbook

Transmutation cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Spell Lists. Druid
Chill Touch (Spores)Source: Player's Handbook

Necromancy cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Lists. Sorcerer, Warlock, Wizard


FIRST LEVEL

Absorb ElementsSource: Xanathar's Guide to Everything

1st-level abjuration

Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard
EntangleSource: Player's Handbook

1st-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Spell Lists. Druid, Ranger
  Faerie FireSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Spell Lists. Artificer, Bard, Druid
   GoodberrySource: Player's Handbook

1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Spell Lists. Druid, Ranger


SECOND LEVEL

MoonbeamSource: Player's Handbook

2nd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Spell Lists. Druid
   Summon BeastSource: Tasha's Cauldron of Everything

2nd-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration: Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Spell Lists. Druid, Ranger
Bestial Spirit
Small beast
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
  Blindness/Deafness (Spores)Source: Player's Handbook

2nd-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spell Lists. Bard, Cleric, Sorcerer, Wizard
  Gentle Repose (Spores/Ritual)Source: Player's Handbook

2nd-level necromancy (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

Spell Lists. Cleric, Paladin, Wizard


THIRD LEVEL
 

 

 
 
EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 180 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: Gold: 15 | Obsidian:  | Platinum: 0

 


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) Quarterstaff - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Yew Staff Focus | Quiver of arrows 1 lb. | 

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. |
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. |

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED

 

 

APPEARANCE

Age 110 | Height 5' 4" | Weight 120 lbs. | Hair Red | Eyes Golden | Complexion Fair and freckled


 

BACKGROUND

Guild Artisan (Alchemist/Mushroom Sales)Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp

Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Source PHB


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

 

Edited by Hammerfist (see edit history)
Link to comment
Share on other sites

The Ability Score placeholder!

 

EDIT:  Very nice!  Lots of freedom to pick any class with those rolls!

Edited by Hammerfist (see edit history)
Name
Ability Scores
13,16,14,16,15,12
repeat(drop(reroll(4d6,1,below),lowest),6) 6,2,5,1,2,6,5,5,3,6,2,6,2,3,1,6,4,6,1,3,3,6,6,4,2,3,5
Link to comment
Share on other sites

√ó
√ó
  • Create New...