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character:oz:class [2021/08/06 13:31] – [Level 12 Class] Cindercharacter:oz:class [2023/11/24 16:48] (current) Cinder
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- +<WRAP centeralign> 
- +=====The Great Druid Ozrelia===== 
-=====The Great Druid Oz=====+</WRAP>
 [[character:oz|{{:wiki:media:back.png?65|}}]] [[character:oz|{{:wiki:media:back.png?65|}}]]
  
-====CLass Introduction==== +====Druid of the Spores Introduction==== 
-Oz has been studying Druidcraft for upwards of 200 years. He has all but perfected his art. He has studies the circles of Land and Spores as his main line of workmany say that its impossible to channle to Druid circles but Oz proves otherwise. \\ +Ozrelia has been studying Druidcraft for upwards of 50 years. She has all but perfected her art. \\ 
 +Ozrelia is recognized as a Hierophant of the Spore CircleThe highest level a Druid can obtain. Still quite young for a Druid but ancient for an Aarakocra. With the help of her Druid studies Ozrelia has extended her life considerably. \\ 
 +Although the quest for knowledge never truly ends Ozrelia has lessened her pursuit in the Spores and now chases something different. Normally Druids and many other studies of magic can only follow a particular school but Ozrelia hopes to extended her studies and abilities into multiple Druid circles. 
  
   ***Hit Dice** 1d8 per druid level   ***Hit Dice** 1d8 per druid level
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 **Equipment** \\ **Equipment** \\
-You start with the following equipment, in addition to the equipment granted by your background+ 
-  *(awooden shield or (b) any simple weapon +  *Component Pouch, 25G 
-  *(ascimitar or (b) any simple melee weapon +  *Herbalism Kit, 5G 
-  *Leather armor +  *Map Case, 1G 
-  *an explorer'pack,  +  *Custom Traveler's Clothes, 3G 
-  *a druidic focus+  *Torch x10, 1S 
 +  *Seed Case., 5S 
 +  *Coin Pouch, 1S 
 +  * 
 + 
 +====Background Druid's Apprentice: Feature & Details==== 
 + 
 +//As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Felwind's great Hierophant Druids, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge. \\ 
 +There are many Druid circles in Felwind. That of the Forrest, The shepherded ad even the Stars, Many young Druids hope to rise through the ranks to assume roles of greater responsibility and prominence. The Druid who took you under their wing was one of the Spore circleFinding life in death and learning that death is not the end of a cycle.// 
 + 
 +<WRAP box right 45em > 
 +===Feature Feat: Warcaster=== 
 +---- 
 +**Feat: War Caster** ++[1] | //Player's Handbook// ++ \\ 
 +//Prerequisite: The ability to cast at least one spell// \\ 
 +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 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 hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast 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.  
 +</WRAP> 
 + 
 +**Skill Proficiencies**  
 +  *History 
 +  *choice of one from among Arcana, Nature, and Religion 
 +**Languages And Tools**  
 +  *Elvish 
 +  *Herbalism Kit 
 +**Equipment (If Any)** 
 +  *The scholar'robes of your cloister  
 +  *a writing kit (small pouch with a quilla bottle of ink, folded parchment, and a small penknife) 
 +  *a borrowed book on the subject of your current study 
 +  *a pouch containing 10gp 
 + 
 +<WRAP clear /> 
 + 
 +---- 
 +<WRAP centeralign> 
 +===== Druid of the Spore Circle ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Spore Druid==== 
 +----
  
 **Druidic** \\ **Druidic** \\
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 Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will [[character:oz:spells|See more...]] Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will [[character:oz:spells|See more...]]
  
-====Level 1 Class====+</WRAP>
  
-====Level 2 Class====+<WRAP box right 26em > 
 +==== 2nd Level Spore Druid====
  
 **Wild Companion (Optional)** \\ **Wild Companion (Optional)** \\
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 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. 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:+ 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.   *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.   *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 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 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.+  *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. 
  
 **Bonus Cantrip** \\ **Bonus Cantrip** \\
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-Forest+**Forest** \\
 Druid Level Circle Spells Druid Level Circle Spells
-3rd Barkskin, Spider Climb +  *3rd Barkskin, Spider Climb 
-5th Call Lightning, Plant Growth +  *5th Call Lightning, Plant Growth 
-7th Divination, Freedom of Movement +  *7th Divination, Freedom of Movement 
-9th Commune with Nature, Tree Stride +  *9th Commune with Nature, Tree Stride
-====Level 3 Class====+
  
-====Level 4 Class==== +</WRAP> 
-**Feat or Ability score** + 
-====Level 5 Class====+<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Spore Druid==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Spore Druid==== 
 + 
 +**Feat: Observant** //Source: Player's Handbook// \\ 
 +Quick to notice details of your environment, you gain the following benefits:  
 +  *Increase your **Intelligence** or Wisdom score by 1, to a maximum of 20. 
 +  *If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. 
 +  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 5th Level Spore Druid==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Spore Druid====
  
-====Level 6 Class==== 
 **Fungal Infestation** \\ **Fungal Infestation** \\
 At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
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 You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
-====Level 7 Class==== 
  
-====Level 8 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 7th Level Spore Druid==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 8th Level Spore Druid==== 
 **Feat: Linguist** // **Feat: Linguist** //
 Source: Player's Handbook// \\ Source: Player's Handbook// \\
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   *You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.   *You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  
-====Level 9 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 9th Level Spore Druid==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 10th Level Spore Druid====
  
-====Level 10 Class==== 
 **Spreading Spores** \\ **Spreading Spores** \\
 At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
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 While the cube of spores persists, you can't use your Halo of Spores reaction. While the cube of spores persists, you can't use your Halo of Spores reaction.
-====Level 11 Class==== 
  
-====Level 12 Class==== +</WRAP> 
-**Feat: Telepathic** //Source: Tasha'Cauldron of Everything// \\ + 
-You awaken the ability to mentally connect with othersgranting you the following benefits: +<WRAP clear /> 
-  *Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. + 
-  *You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. +<WRAP box left 26em > 
-  *You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way againYour spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them+==== 11th Level Spore Druid==== 
-====Level 13 Class====+---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====Level 12 Spore Druid==== 
 +**Feat: Fey Teleportation** //Source: Xanathar'Guide to Everything// \\ 
 +Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits: 
 +  *Increase your **Intelligence** or Charisma score by 1, to a maximum of 20. 
 +  *You learn to speak, read, and write Sylvan 
 +  *You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. You can also cast this spell using spell slots you have of the appropriate levelThe spells’ spellcasting ability is the ability increased by this feat. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 13th Level Spore Druid==== 
 +---- 
 + 
 +</WRAP>
  
-====Level 14 Class====+<WRAP box right 26em > 
 +====Level 14 Spore Druid====
  
 **Fungal Body** \\ **Fungal Body** \\
 At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated
-====Level 15 Class==== 
  
-====Level 16 Class==== +</WRAP>
-**Ability Score or Feat**+
  
-====Level 17 Class====+<WRAP clear />
  
-====Level 18 Class====+<WRAP box left 26em > 
 +==== 15th Level Spore Druid ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====Level 16 Spore Druid==== 
 +**Feat: Fey Touched** //Source: Tasha's Cauldron of Everything// \\ 
 + 
 +Your exposure to the Feywild's magic has changed you, granting you the following benefits: 
 +  *Increase your **Intelligence**, Wisdom, or Charisma score by 1, to a maximum of 20. 
 +  *You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 17th Level Spore Druid ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====Level 18 Spore Druid====
  
 **Timeless Body** \\  **Timeless Body** \\ 
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 **Beast Spells** \\ **Beast Spells** \\
 Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
-====Level 19 Class==== 
  
-====Level 20 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 19th Level Spore Druid ==== 
 +---- 
 + 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====Level 20 Spore Druid====
  
 **Archdruid** \\ **Archdruid** \\
 At 20th level, you can use your Wild Shape an unlimited number of times. \\ At 20th level, you can use your Wild Shape an unlimited number of times. \\
 Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +
 +
 +
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