Human Male Druid
Level: 8
Age: 36
Speed: 30
Alignment: Neutral Good
Background: Hermit
STR 10 (0)
DEX 14 (+2)
CON 16 (+3)
INT 8 (-1)
WIS 20 (+5)
CHA 8 (-1)
Saves: INT +2 WIS +8
HP: 57 (8d8 HD)
AC: 16
Proficiency Bonus: +3
Initiative: +2
Pass Percept: 15
Languages: Common, Druidic, Sylvan, Primordial
Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools
Skills:
Arcana +2
Medicine +8
Perception +8
Religion +2
Survival +8
Features and traits:
Feat: Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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.
Level 8, Max CR 1,
-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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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.
Druid Circle: Circle of the Moon
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. 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.
Circle Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 2)
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Spell Save DC: 16
Spell Attack: +8
Cantrips: (3 known)
Druidcraft, Mending, Poison Spray
Prepared: (13)
Slots: 4/3/3/2
1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
2nd: Healing Spirit, Lesser Restoration, Gust of Wind
3rd: Dispel Magic, Water Breathing, Tidal Wave
4th: Freedom of Movement, Control Water, Polymorph
Trait: I am utterly serene, even in the face of disaster
Ideal: If you know yourself, there's nothing left to know
Bond: Should my discovery come to light, it could bring ruin to the world
Flaw: I'd risk too much to uncover a lost bit of knowledge
Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
Gold: 500
Level: 8
Age: 36
Speed: 30
Alignment: Neutral Good
Background: Hermit
STR 10 (0)
DEX 14 (+2)
CON 16 (+3)
INT 8 (-1)
WIS 20 (+5)
CHA 8 (-1)
Saves: INT +2 WIS +8
HP: 57 (8d8 HD)
AC: 16
Proficiency Bonus: +3
Initiative: +2
Pass Percept: 15
Languages: Common, Druidic, Sylvan, Primordial
Proficiencies: Non-metallic light & medium armor and shields, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears, Herbalism Kit, Navigators Tools
Skills:
Arcana +2
Medicine +8
Perception +8
Religion +2
Survival +8
Features and traits:
Feat: Warcaster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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.
Level 8, Max CR 1,
-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 is higher than yours, use the creature's bonus. 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 extra damage carries over to your normal form. 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 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 GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change 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.
Druid Circle: Circle of the Moon
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. 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.
Circle Forms
Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. (CR 2)
Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Spell Save DC: 16
Spell Attack: +8
Cantrips: (3 known)
Druidcraft, Mending, Poison Spray
Prepared: (13)
Slots: 4/3/3/2
1st: Goodberry, Healing Word, Ice Knife, Faerie Fire
2nd: Healing Spirit, Lesser Restoration, Gust of Wind
3rd: Dispel Magic, Water Breathing, Tidal Wave
4th: Freedom of Movement, Control Water, Polymorph
Trait: I am utterly serene, even in the face of disaster
Ideal: If you know yourself, there's nothing left to know
Bond: Should my discovery come to light, it could bring ruin to the world
Flaw: I'd risk too much to uncover a lost bit of knowledge
Equipment & Weapons: Druidic Focus, +1 Hide armor, Explorers pack, Healer's Kit, Navigator's Tools, Scimitar, +1 Ring of Protection
Gold: 500
Last edited by Josef909 on Mon Aug 20, 2018 11:17 am; edited 5 times in total