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Rana Muerta

Grippli Race
Khao - Jungle (Druid-In-Training) Origin
Druid (Circle of Moon) 2 Class & Level
Neutral Alignment
Lorn Deity
Fractionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 16
+3
intelligence 15
+2
wisdom 17
+3
charisma 11
+0
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+5 Animal Handling
+2 Arcana
+2 Athletics
+0 Deception
+2 History
+5 Insight
+0 Intimidation
+2 Investigation
+3 Martial
+5 Medicine
+4 Nature
+3 Perception
+0 Performance
+0 Persuasion
+2 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills

 

MV

Prestige
0
Attunement Slots
14
Armor Class
19
Hit Points
+0
Initiative
30
Speed
Club 1d20 1d4
Spear (1h) 1d20 1d6 (Thrown 20/60)
Spear (2h) 1d20 1d8 (Thrown 20/60)
Attacks
Druid
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Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, nets
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom

Race
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Hops for days: You have proficiency in the Athletics skill and advantage on any check made to jump.

Proficiences
WildShape (Dire Wolf Form) - 2 Charges, Lasts 1 Hr Per Charge
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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.

Cantrips
-------------
Guidance
Resistance
(Origin) - Poison Spray

1st
------
Healing Word
Cure Wounds
Entangle
Spellcasting
Leather Armor
Holy Symbol of Lorn
Wooden Shield
Spear
Club
Explorers Pack
Druidic Focus
Equipment
Fractionless
Faction
The Mad Man
Stat Array
Spell save DC =13
Spell attack modifier = +5

Languages - Common, Sylvan, Druidic

Prehensile Tongue - You can grasp things with your tongue. It has a reach of 15 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your tongue can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
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

Froggermann.

Statblock Type

Verum Character Sheet

Link/Embed