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Moss, Tortle Druid (Circle of Wildfire)


codexgigas

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Moss
 
 
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"To everything there is a season. Once our season ends, the flames come."

 

Gender: Male
Race: Tortle
Alignment: True Neutral

 
Class: Druid (Circle of Wildfire) 5
Background: Hermit

Passive Perception: 17
Passive Investigation: 12
Passive Insight: 17

 

HP: 38
Hit Dice: 5d8
AC: 19
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +3
STR
10
(+0)
DEX
10
(+0)
CON
14
(+2)
INT
14
(+2)
WIS
18
(+4)
CHA
9
(-1)
+0 Saves
+0 Saves
+2 Saves
+5 Saves
+7 Saves
-1 Saves
+0 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +2 Arcana
+2 History
+2 Investigation
+8 Nature (Expert)
+2 Religion
+4 Animal Handling
+7 Insight
+7 Medicine
+7 Perception
+7 Survival
-1 Deception
-1 Intimidation
-1 Performance
-1 Persuasion

 
 
Proficiencies Languages Class Feats Race & Feats

Light Armor

Medium Armor

Shields
Simple Weapons
Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Herbalism Kit
Poisoner's Kit

Aquan

Common
Druidic
Sylvan

 

SpellcastingYou can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 15, Spell Attack +7) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Wild CompanionAs 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 2 hours.
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). 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 beast, but you retain your alignment, personality, and 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 or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or 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. 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.
Circle SpellsYou have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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 Wildfire Spells
Druid Level Spells
2nd burning hands, cure wounds
3rd flaming sphere, scorching ray
5th plant growth, revivify
7th aura of life, fire shield
9th flame strike, mass cure wounds
Summon Wildfire SpiritYou can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
 
DiscoveryThe quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
ClawsYour claws are natural weapons that deal 1d4 + STR modifier slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
Hold BreathYou can hold your breath for up to 1 hour at a time.
Natural ArmorYour shell gives you a base AC of 17 (your DEX modifier does not apply). You can use a shield and apply its bonus as normal.
Shell DefenseAs an action, you can withdraw into your shell to gain a +4 bonus to AC and advantage on STR and CON saving throws. While in your shell, you are prone, your speed is 0 (and can't increase), you have disadvantage on DEX saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival InstinctYou gain proficiency in the Survival skill.
Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20. WISDOM

You gain proficiency in one skill of your choice. INSIGHT

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. NATURE
 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Moon Sickle +1
Dagger

Claws

Thorn Whip
Produce Flame

+4
+3

+3
+8
+8

1d4 +1
1d4 

1d4
2d6
2d6

Slashing
Piercing (20/60)

Slashing
Piercing (30)
Fire (30)

 

skill-1-512.png Spells 

Cantrips
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
 
4 slots
3 slots
2 slots
 
 

Guidance

Produce Flame

Thorn Whip

 

Absorb Elements

Burning Hands

Cure Wounds

Entangle ©

Goodberry

Healing Word

Darkvision

Enhance Ability ©

Flaming Sphere ©

Scorching Ray

Spike Growth ©

Summon Beast ©

 

Erupting Earth

Plant Growth

Revivify 

   

 

money-dollar-circle-512.png Money

 

Copper: 0 Silver: 0 Gold: 8 Platinum: 8 (16 Coins * .02 lbs. = 0.32 lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 81.32 lbs. / 150 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (17.32 lbs.)
 
Armor (9 lbs.) Weapons (3 lbs.) Readied Items (3.32 lbs.)
Shield (6 lbs)
Common Clothes (3 lbs.)
 

Moon Sickle +1 (2 lbs)

Dagger (1 lbs)

Pouch: (1 lb.)
- Money (see above)
- Tinderbox (1 lb.)
- 2 x Potion of Healing (1 lb)
- Gilded Acorn (--)
- Sprig of Mistletoe (--)

 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (66 lbs.)
 
In Backpack (42 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (24 lbs.)

Mess Kit (1 lb)
Herbalism Kit (3 lbs)
Poisoner's Kit (2 lbs)
3 x Glass Bottle (6 lbs)
5 x Oil Flask (5 lbs)
10 x Rations (20 lbs.)

Bedroll (7 lbs.)
Rope, Hempen (50 feet) (10 lbs.)
Waterskin (5 lbs.)
Lantern, Bullseye (2 lbs)
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 1/3 (0.0 lbs.)
 

Moon Sickle +1While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
 (weight included in weapons)


5386-200.png Character Overview

 
 
 

Moss is a twenty-five year old tortle druid who has spent most of the past decade on his own in the wild places of the Sword Coast. Like most of his kind, Moss generally lives a solitary life. After his egg clutch hatched, Moss's parents spent their final days imparting wisdom to Moss and his siblings. After a few years with his clutch-mates, Moss set on his own to hone his survival skills. He found himself drawn to the wilderness, finding most cities too crowded for his liking. Over the years, he has joined forces with other adventurers for a time, but he has invariably gone his own way after a few seasons.

 

After an apprenticeship with another tortle druid, Moss joined the Circle of Wildfire. He understands fire as essential to the natural cycles of the world. Fire destroys the forest, but it also enriches the soil and allows seed pods to open with its heat. Nature is an endless cycle of death and birth, and fire's beauty exemplifies this. Ignis, Moss's wildfire spirit, takes the form of a salamander. Ignis is the closest thing Moss has to a friend, although they spend most of their time together in solitude. Still, Moss is very fond of Ignis, and the fire spirit enhances his healing skills.

 

Moss stands about five and a half feet tall. He wears simple cloth sashes around his waist and his shell is etched with druidic symbols. His pipe is usually in his mouth. He is patient, perhaps to a fault, and rarely acts impulsively. Others sometimes see his slowness as a flaw, but Moss is a staunch ally and firm in his convictions. He strives to emulate Nature's neutrality, avoiding the extremes of good and evil or law and chaos. He rarely takes sides in disputes, but works to remain neutral.

 

Personality Quirks:
  • Habitual Smoker (Moss will smoke his pipe often, especially as an aid to concentration)
  • Fire Starter (He carries matches and is friends with a wildfire spirit. The flames are pretty.)
  • Methodical (this is a nice way of saying "slow")
  • Indecisive (But on the other hand... Moss is prone to decision paralysis)
  • Cheerful (Every day and every thing is an opportunity for adventure)

 

spacer.pngBackground
PHB: Hermit
 


Personality Traits:
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
I am utterly serene, even in the face of disaster.

Ideal:
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)

Bond:

My isolation gave me great insight into a great evil that only I can destroy.

Flaw:
I’d risk too much to uncover a lost bit of knowledge.

Specialty:
Moss provides healing, support, and backline offensive spells for the party.

 

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Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | Initiative: +0 | Passive Perception: 17


 

Post goes here.
"Speech"
thoughts in color and italics

 



Mechanics

 

Main Hand: Empty
Off Hand: Empty

________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Ignis' Statblock

WILDFIRE SPIRIT

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR 10(+0) DEX 14(+2) CON 14(+2) INT 13(+1) WIS 15(+2) CHA 11(+0)

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

 

Edited by codexgigas (see edit history)
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  • 1 month later...

Moss - Tortle Druidspacer.png


AC: 19 | HP: 38/38 | HD: 5/5d8 | Initiative: +0 | Passive Perception: 17 | Wildshape: 2/2 | Spell Slots: 1st 4/4 2nd 2/3 3rd 2/2 | DM Inspiration: 1/1


 

Hearing the sounds of combat, Moss startles and ceases his examination of the carvings. "Oh dear, we seem to have gotten ourselves into quite a pickle!" he exclaims. He moves forward as quickly as his tortle legs can carry him, heading down the stairs. He chants as he moves, ending behind a pillar. He peeks around it, firing three rays of fire at the creature causing so many problems for his friends.

 


Ignis (Wildfire Spirit) | AC: 13 | HP: 30/30 | HD: 5/5d8 | Initiative: +2 | Passive Perception: 12


Mechanics

Main Hand: Moon Sickle +1 (Druidic Focus)
Off Hand: Shield


Action: Cast scorching ray on enemy 1.
Bonus Action: NA.
Move: Moss moves 30' due west (behind the first pillar)
Manipulate: NA


Wildfire Spirit

Action: 
Move: 
Manipulate: 

Ignis' Statblock

image.jpeg.2897f21161f102fb9ccd802c97612188.jpeg
IGNIS (Wildfire Spirit)
Small, elemental (unaligned)
image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Armor Class 13 (natural)

Hit Points 30 (5d8)

Speed 30 ft., fly 30 ft. (hover)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg
STR
10 (+0)
DEX
14 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

Damage Immunities fire

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — 

image.jpeg.fbe677ffe42c6ff4c3c2eabef47024f7.jpeg

ACTIONS


Flame Seed. Ranged Weapon Attack: To Hit: +7, range 60 ft., one target you can see. Hit: 1d6 + 3 fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a DC 15 Dexterity saving throw or take 1d6 + 3 fire damage.

image.jpeg.56865abc3e2e9aa41b926a0840742463.jpeg

 

Prepared Spells

1st Level: Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Healing Word
2nd Level: Darkvision, Enhance Ability, Flaming Sphere, Scorching Ray, Spike Field, Summon Beast
3rd Level: Erupting Earth, Plant Growth, Revivify

 

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