Remove these ads. Join the Worldbuilders Guild

Nuée

Half-Elf (High Elf) Race
Rift/Gla'ton Origin
Shepherd Druid 7 Class & Level
Neutral Alignment
Oun Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 16
+3
intelligence 11
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+7 Animal Handling
+0 Arcana
+0 Athletics
+1 Deception
+0 History
+7 Insight
+1 Intimidation
+0 Investigation
+7 Martial
+4 Medicine
+0 Nature
+7 Perception
+1 Performance
+1 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
59
Hit Points
+0
Initiative

Speed
Attacks
Languages: Common, Elven, Sylvan, Druidic, Orclin
Half Elf ASIs: +1 CON +1 WIS + 2 CHA
Tool Proficiency: Wood Worker, Herbalism
Rift ASIs: +2 WIS
Save Profs: INT, WIS
Skill Profs: Animal Handling, Perception, Insight, Martial
Proficiences
Prepared Spells: 11
Cantrips: Booming Blade, Thorn Whip, Shillelagh, Guidance
1st: Absorb Elements, Goodberry, Healing Word, Faerie Fire
2nd: Spike Growth, Healing Spirit, Pass Without Trace
3rd: Conjure Animals, Aura of Vitality, Dispel Magic
4th: Conjure Woodland Beings
Spellcasting
Quarterstaff
Half plate
Druidic Focus
Shield
Longbow

Explorer's Kit
Equipment
Madman
Stat Array
Fey Ancestry

Elf Weapon Training

Cantrip

[Speech of the Woods]
At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

[Spirit Totem]
Starting at 2nd level, you gain the ability to call forth nature spirits and use them 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. 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. 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.

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. 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.

[Mighty Summoner]
At 6th level, 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 two 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.
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

SlimeMush.

Statblock Type

Verum Character Sheet

Link/Embed