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Solomon

Swamp Genasi Race
Nomad Origin
Druid (Spores) 3 Class & Level
True Neutral Alignment
Globrif Greenfoot Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 17
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+4
+2 proficiency bonus
+0 Strength
+2 Dexterity
+4 Constitution
+2 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+5 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+7 Survival
skills

 

MV

Prestige

Attunement Slots
13
Armor Class
33
Hit Points
+2
Initiative
25, 10 swim, 50 mud
Speed
Attacks
Languages
Common, Terran, Druidic
Armor
light armor, medium armor, shields
Weapons
clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tool Profs
Herbalism Kit (Class), wood carvers tools (Origin)
Saving Throws
Intelligence and Wisdom
Skills
Nature (Class), Medicine (Class), Animal Handling (class), Insight (Class), Perception (Origin), Survival (expertise) (Origin), Arcana (Skill Expert)

Proficiences
Cantrips
Chill Touch
Poison Spray
Guidance
Shilelagh

First Level
Cure Wounds
Good Berry
Healing Word

Second Level
Summon Beast
Pass Without Trace
Lesser Restoration
Blindness/Deafness
Gentle Repose

Spellcasting
COINS: 0

On Person
Wooden shield
Quarter staff
Leather Armor
Druidic Focus (Voodoo doll)
in Backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Equipment
MADman
Stat Array
RACIALS
Swamp Genasi
+3 Con
25ft Base Movement Speed
10ft Base Swim Speed
50ft Base Movement Speed in Mud
Poison Spray Cantrip
Can see through mud and murky/dark water as if it were clear dimly lit water.
Can hold their breath for up to 15 minutes (+5 minutes for each con modifier above 3)


ORIGIN BOON
Nomadic origin
Nomadic - +2 to Faith Checks, Religion Checks, Nature Checks, and Survival Checks


FEATS
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
CHOSEN ASI, PROF and EXP: +1 Wis, Prof in arcana, expertise in Survival


CLASS FEATS
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.
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 ShapesLevel 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.
Wild Companion
You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Circle of Spores
You gain Chill Touch cantrip, and learn additional spells based on level. Current additional spells: Blindness/Deafness, Gentle Repose.
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

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

teardown137.

Statblock Type

Verum Character Sheet

Link/Embed