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Quartz

Earth Genasi Race
Dolten Ward of Witchtown Origin
Druid 2 Class & Level
TN Alignment
Silloway Deity
The Great Coven Faction
Rank/Position
0 Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 14
+2
intelligence 14
+2
wisdom 16
+3
charisma 10
+0
Total Hit Dice 2d8
Hit Die
1dd8+2
+2 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+2 Arcana
+5 Athletics
+0 Deception
+2 History
+3 Insight
+0 Intimidation
+4 Investigation
+5 Martial
+3 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
13
Armor Class
17
Hit Points
+0
Initiative
30ft
Speed
Attacks
Athletics (Lipservice Silloway), Investigation (Ward of Witchtown), Perception, Martial, Alchemists Supplies (The Great Coven), Cooking Utensils (The Great Coven,
Proficiences
Cantrips
Guidance, Move Earth, Magic Stone
1st Level
(Prepared) Healing word, Speak with animals, Good berry. (At will) Detect Magic
2nd Level
(Racial once per long rest) Pass without trace
Spellcasting
Wooden shield, quarterstaff, leather armor, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft of hemp rope, 3 healing potions, 2 empty vials, an hourglass, cauldron, Alchemist Supplies, Cook's Utensils, vestments, a set of common clothes, and a belt pouch containing 15gp.
Barbed brass ring
Equipment
The Great Coven
Faction
The Mad Man
Stat Array
A Dark Gift: You can cast Detect Magic at will, without expending a spell slot or material components.

Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. (Magic Stone)

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.

Earth Walk – You can move across difficult terrain without it affecting you as long as it is from a ground based source.

Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Seal of Earth – You gain a burrow speed of 30ft. If you should deal acid damage, the damage is increased by 2, this applies only once per source.

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.
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

ArbitraryLibrarian.

Statblock Type

Verum Character Sheet

Link/Embed