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Borevos Stormwing

Half-Elf (Wood) Race
Khao (Jungle) - Enforcer Origin
Druid (Circle of Land - Arctic) 7 Class & Level
Lawful Neutral Alignment
Wondox Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 20
+5
charisma 12
+1
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+3 Intelligence
+8 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+0 Arcana
+3 Athletics
+1 Deception
+0 History
+8 Insight
+1 Intimidation
+0 Investigation
+8 Martial
+5 Medicine
+3 Nature
+8 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+8 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
18
Armor Class
52
Hit Points
+3
Initiative
30
Speed
Scatter Shot Longbow 1d20+6 1d8+3 piercing
+1 Shortsword 1d20+7 1d6+3 piercing 1d6 cold
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Clubs, Daggers, Darts, Longbows, Longswords, Javelins, Maces, Quarterstaffs, Scimitars, Shortbows, Shortswords, Sickles, Slings, Spears
Tools: Cartographer's Tools, Herbalism Kit
Skills: Athletics, Insight, Martial, Nature, Perception, Survival
Languages: Common, Draconic, Druidic, Elven
Proficiences
Spell DC: 16
Spell Attack Bonus: +8
Number of Spells Prepared: 12

Cantrips:
Shape Water
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     


    Guidance
    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.

     


    Gust
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous
    You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

  •  


    Thorn Whip
    Transmutation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (the stem of a plant with thorns)
    Duration: Instantaneous
    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

    This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

     


    1st Lvl Spells:
    (Purify Food and Drink)
    (Speak with Animals)
    (Ice Knife)

    2nd Lvl Spells:
    Hold Person
    2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron)
    Duration: Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

     


    Spike Growth
    2nd-level transmutation
    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
    Duration: Concentration, up to 10 minutes
    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

     


    3rd Lvl Spells:
    Sleet Storm
    3rd-level conjuration
    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M (a pinch of dust and a few drops of water)
    Duration: Concentration, up to 1 minute
    Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

    The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

    If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

     

    (Healing Spirit)
    (Pass without Trace)
    (Locate Animals or Plants)

    Slow
    3rd-level transmutation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (a drop of molasses)
    Duration: Concentration, up to 1 minute
    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

    An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

    If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

    A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

     

    (Call Lightning)
    (Dispel Magic)
    (Speak with Plants)
    (Flame Blade)

    4th Lvl Spells:
    Freedom of Movement
    4th-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
    Duration: 1 hour
    You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

     


    Ice Storm
    4th-level evocation
    Casting Time: 1 action
    Range: 300 feet
    Components: V, S, M (a pinch of dust and a few drops of water)
    Duration: Instantaneous
    A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

     

    (Giant Insect)
    Spellcasting
    Armor:
    MW Half Plate Armor
    AC: 15 + Dex (max 3)
    Stealth: Disadvantage
    Weight: 40 lbs

    Masterwork Effects:
  • The time it takes to don is reduced to 1 minute.
  • The maximum dexterity modifier is increased by 1.

  •  


    Weapons:
    Scatter Shot Longbow (Attunement)
    Type: Martial weapon, ranged weapon
    Damage: 1d8 piercing
    Properties: ammunition (150/600 ft.), heavy, two-handed

    Effects:
  • Your Wisdom score increases by 2, up to a maximum equal to your ability score cap.
  • As an action, you can release a mighty shot turning your next attack into a 60 foot line attack. Roll a separate attack and damage for each target in the line. You can use this ability once, regaining its use after finishing a long rest.

  •  

    Equipment
    Factionless
    Faction
    The Mad Man
    Stat Array
    Origin:
    Khao (Jungle)
    Skill Prof – Nature

    +1 to Wisdom

     


    Sub-origin:
    Enforcer
    Increase your jump height to 20ft. You have advantage on Acrobatics checks for attempting such jumps.

    Skill Prof – Martial

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Cartographer's Tools
    Skill Prof – Insight

     


    Deity:
    Wondox
    Skill Prof – Athletics

     


    Racial Traits:
    Racial Stat Increases
    +2 to Charisma
    +1 to Dexterity
    +1 to Wisdom

     


    Darkvision
    Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

     


    Fey Ancestry
    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

     


    Elf Weapon Training
    You have proficiency with the longsword, shortsword, shortbow, and longbow.

     


    Languages
    You can speak, read, and write Common, Elven and one extra language of your choice. (Draconic)

     


    Class Features:
    Druidic
    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

     


    Spellcasting
    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

    Cantrips:
    At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

    Spell Slots:
    The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability:
    Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting:
    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus:
    You can use a druidic focus as a spellcasting focus for your druid spells

     


    Druid Skills
    Skill Prof – Survival
    Skill Prof – Perception

     


    Wild Shape
    Starting 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.

    Beast Shapes:
    Level Max. CR Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 — Giant eagle

    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 of the Land
    The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

    Bonus Cantrip:
    You learn one additional druid cantrip of your choice.

    Natural Recovery:
    Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

    For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

    Circle Spells:
    Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated list of spells.

    Once you gain access to a circle spell, 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.

    Arctic Spells:
    Druid Level Circle Spells
    3rd hold person, spike growth
    5th sleet storm, slow
    7th freedom of movement, ice storm
    9th commune with nature, cone of cold

     


    Wild Shape Improvement
    At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

     


    Land's Stride
    Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

    In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

     


    Feats:
    Lvl 4 Feat – Observant
    Quick to notice details of your environment, you gain the following benefits:
    Increase your Intelligence or Wisdom by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    +1 to Wisdom

     












    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

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

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