Remove these ads. Join the Worldbuilders Guild

Guppy Kaai

Lizardfolk Race
Krazax/Rangeroamer Origin
Druid 3 Class & Level
Neutral Good Alignment
Gwaina Deity
None Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 16
+3
intelligence 11
+0
wisdom 19
+4
charisma 10
+0
Total Hit Dice 8
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+2 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+2 History
+4 Insight
+0 Intimidation
+0 Investigation
+4 Martial
+2 Medicine
+4 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+3 Stealth
+6 Survival
skills

 
0
MV
0
Prestige
2
Attunement Slots
18
Armor Class
65
Hit Points
+1
Initiative
30
Speed
Dagger 1d20+3 1d4+1
Poison SprayDC 14 1d12
Cure Wounds 1d8+4
Ice Knife 1d10piercing+2d6cold
Healing Word 1d4+4
Attacks
Weapon - Simple Weapons
Armor - Medium Armor, Light armor, Shields
Language - Common, Draconic
Skills - Perception, Medicine, Nature, Survival, Animal Handling, History, Stealth,
Saving Throws - Intelligence, Wisdom

INSPIRATION - 1


Proficiences
Cantrips
Guidance - 1d8+4
Poison Spray - DC 14 / 1d12

1st LV Spells
Cure Wounds - 1d8+4
Ice Knife - 1d10piercing+2d6cold At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Healing word - BA - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Faerie Fire 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.-

Utility spells
Speak to animals
Purify food and drink
Spellcasting
Dagger, Scale mail, Wooden Shield
A belt pouch with 15 gold.
Mushroom - glows
Equipment
None
Faction
The Specialist
Stat Array
Rangeroamer- Whenever you use the help action, your ally receives an additional +2 to their total roll.

Swim Speed: You have a swimming speed of 30 feet.

Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath: You can hold your breath for up to 15 minutes at a time.

Hunter's Lore : You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Rain Orb - Druid Feats
Prerequisite: Druid Class

As the water brings life to nature, you bring life to your allies. You gain the following benefits:
Increase your Wisdom score by 1.
Druid spells of first level or higher you cast that restore hit points also grant temporary hit points equal to your wisdom (minimum of 1) to all creatures healed by the spell. Each creature can receive these temporary hit points once per spell.

DREAM DRUID
Balm of the Summer Court
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Wild shape - Platypus
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MilkyDnDBoy.

Statblock Type

Verum Character Sheet

Link/Embed