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b'Aph p'Aph the Great

Grung Race
Outlander Origin
Druid (Circle of Spores) 6 Class & Level
True Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 8
-1
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
-1 Strength
+4 Dexterity
+2 Constitution
+3 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+6 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+0 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
45
Hit Points
+4
Initiative
25
Speed
AttackRangeto Hit / SaveDamageEffect
Dart20/60 d20+7 d4+4 Piercing + 2d4 Poison-
StaffMelee d20+7 d6+4 Slashing + 2d4 Poison-
Staff (Symbiotic)Melee d20+7 d6+4 Slashing + d6 Necrotic + 2d4 Poison-
Chill Touch120 d20+6 2d8 NecroticNo heal, undead disadvantage
Infestation30CON 14 2d6 PoisonMove 5ft. in random direction
Produce Flame30 d20+6 2d8 Fire-
Entangle90STR 14-1minC, 20ft. terrain
Healing Word60- d4+3 Healing-
Spike Growth150Perception (Wisdom) 14 2d4 per 5ft.Difficult terrain
Attacks
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, pan flute
Saving Throws: Intelligence, Wisdom
Skills: Perception, Athletics, Survival, Animal Handling, Insight
Languages: Common, Grung, Druidic
Proficiences
Spellcasting ability is Wisdom. Spell Save DC14, +6 to Hit on spell attacks. The following spells are prepared:

Cantrips (at will): Chill Touch, Guidance, Infestation, Produce Flame
1st-level (4/day): Absorb Elements, Entangle, Healing Word, Speak with Animals
2nd-level (3/day): Blindness/Deafness, Gentle Repose, Hold Person, Pass without trace, Spike Growth
3rd-level (3/day): Animate Dead, Gaseous Form, Conjure Animals, Dispel Magic

Staff of Charming (10 Charges): Can cast Charm Person, Command, Comprehend Languages. Can spend 1 charge to redirect Enchantment Spells. +1d8 + 2 charges at dawn.
Spellcasting
Hunting trap, a set of traveler's clothes
Staff of Spores (reflavored scimitar)
Trophy from an animal you killed (bear hat)
13gp
5 silver

Wooden shield
Studded leather armor
Blowpipe (reflavored darts)
Backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, hempen rope (50ft)
Druidic staff (druidic focus)
Staff of Charming
Equipment
Point Buy
Stat Array
Size: Small
Amfibious (Can breathe air and water)
Sticky feet (Climbing speed)
Poison immunity (immune to poison and poisoned condition)
Poisonous skin (grappling creatures can be poisoned, can apply to weapon)
Leaping (25ft, 15ft high)
Water dependency (must be in water for 1 hour every day or exhaustion)

Wild Shape (CR 1/2, no flying), 2/day
Wild Companion (Can spend wild shape to cast Find Familiar)

Halo of Spores (when a creature moves within 10ft. of you, you can use your reaction to deal 1d6 damage. Con save for half damage).
Symbiotic Entity (uses wild shape, +1d6 halo of spores damage, +1d6 necrotic on melee attack, +24 temp hp, 10 minutes or until temp hp is gone)
Fungal Infestation (when a beast/humanoid within 10ft. dies, can reanimate it with reaction, it stays up with 1 hit point. 3/day)
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

TheDarkRogue.

Statblock Type

Verum Character Sheet

Link/Embed