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Xavior Montgomery Willis IIII

Water Genasi Race
Warring Bogs Origin
Druid(Moon) 3 Class & Level
Neutral Good Alignment
Paka'a Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 15
+2
Dexterity 14
+2
constitution 12
+1
intelligence 8
-1
wisdom 15
+2
charisma 10
+0
Total Hit Dice 1d8+1
Hit Die
1d8+1
+2 proficiency bonus
+2 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
-1 Arcana
+2 Athletics
+2 Deception
-1 History
+2 Insight
+0 Intimidation
-1 Investigation
+0 Martial
+2 Medicine
-1 Nature
+4 Perception
+0 Performance
+0 Persuasion
-1 Religion
+2 Sleight of Hands
+4 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
13
Armor Class
23
Hit Points
+2
Initiative
30(30 swim)
Speed
Poison SprayCON SAVE 1d12 Poison
Light Crossbow 1d20+2 1d8+2 Piercing
Scimitar 1d20+4 1d6+2 Slashing
Attacks
Armor: Light armor, medium armor, shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Deck of Cards, Dice, Herbalism kit, Thieves' Tools
Saving Throws: Intelligence, Wisdom
Skills: Animal Handling, Deception, Perception, Stealth
Languages: Aquan, Common, Druidic
Damage Resistances: Cold
Damage Immunities: Poison
Condition Immunities: Poisoned
Proficiences
Water Genasi Spells[Spellcasting DC=11]
Cantrips|
Shape Water
1st-Level|
Create and Destroy Water
Druid Spells[Spellcasting DC=12 Spell Attack +6]
Cantrips|
Poison Spray
Mending
1st Level|SLOTS-4
2nd Level| SLOTS-2
Moonbeam
PREPARE 5 SPELLS AFTER LONG REST
Spellcasting
Armor/Clothes|
Leather Armor
Common Clothes
Weapons|
Light Crossbow
Scimitar
Equipment|
Backpack
Bedroll
Crowbar
Mess Kit
Tinderbox
x10 Torches
x10 Days of Rations
Waterskin
x20 Feet of Hempen Rope
Spellcasting Items|
Druidic Focus
Shaman Staff
Scroll control flame
Scroll Produce Flame
Scroll Primal Savagery
???|
Drake Taming Guide
Book of Herbs and Stars
Book of interpretive Dances
Gargoyle Statue
Money|
11 GP

Equipment
N/A
Faction
Custom
Stat Array
Amphibious: You can breathe air and water.
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Turtle Companion: In combat, your companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. https://www.5esrd.com/database/creature/turtle/https://www.5esrd.com/database/creature/turtle/

Wild Shape: You can use your bonus 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 or lower that doesn't have a flying or swimming speed.
=You can stay in a beast shape for 1 hour, 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.
=Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Shaman Staff: The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
=You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:

animal friendship (1 charge)
awaken (5 charges)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
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

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed