Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| character:teo:stats [2023/06/28 09:08] – [Teo's Equipment] Cinder | character:teo:stats [2025/07/01 16:42] (current) – Cinder | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ======Teo' | + | <WRAP centeralign> |
| + | ====== Teo' | ||
| + | </ | ||
| + | ---- | ||
| <WRAP box right 20em> <WRAP centeralign> | <WRAP box right 20em> <WRAP centeralign> | ||
| **Feats** | **Feats** | ||
| - | ^ Feat:| Background | + | ^ Background:| Tavern Brawler | |
| - | ^ Feat:| LV4 | | + | ^ Lv4 Fighter:| Embers of the Giant | |
| - | ^ Feat:| LV8 | | + | ^ Lv6 Fighter:| - | |
| - | ^ Feat:| LV12 | | + | ^ Lv8 Fighter:| - | |
| - | ^ Feat:| LV16 | | + | ^ Lv12 Fighter:| - | |
| + | ^ Lv4 Druid:| - | | ||
| </ | </ | ||
| Line 16: | Line 21: | ||
| **Vision** | **Vision** | ||
| ^ Common Sight: | ^ Common Sight: | ||
| - | ^ Passive Perception: | + | ^ Passive Perception: |
| ^ Dark Vision:| 60ft | | ^ Dark Vision:| 60ft | | ||
| - | ^ True Sight: | + | ^ True Sight: |
| - | ^ Tremor Sense: | + | ^ Tremor Sense: |
| - | ^ Blind Sight: | + | ^ Blind Sight: |
| </ | </ | ||
| Line 31: | Line 36: | ||
| **Attunment** | **Attunment** | ||
| </ | </ | ||
| - | ^ Slot 1:| [[item: | + | ^ Slot 1:| [[item: |
| - | ^ Slot 2:| [[item: | + | ^ Slot 2:| [[item: |
| ^ Slot 3:| | | ^ Slot 3:| | | ||
| Line 67: | Line 72: | ||
| ^ Location ^ Item ^ Stats ^ | ^ Location ^ Item ^ Stats ^ | ||
| ^ Head | - | | | ^ Head | - | | | ||
| - | ^ Amulet | + | ^ Amulet |
| ^ Cloak | - | | | ^ Cloak | - | | | ||
| - | ^ Clothes | + | ^ Clothes |
| ^ Armor | Scale mail | AC = 14 //Sturdy mail made with flexibility in mind. The armor covers mostly arms and waist while leaving the torso almost bare. Perhaps the smith or the wearer believed a tone physique was important to show.// | | ^ Armor | Scale mail | AC = 14 //Sturdy mail made with flexibility in mind. The armor covers mostly arms and waist while leaving the torso almost bare. Perhaps the smith or the wearer believed a tone physique was important to show.// | | ||
| ^ Arms/ | ^ Arms/ | ||
| ^ Ring/ | ^ Ring/ | ||
| - | ^ Belt | Monk's Wrappings | //Basic Coverings common among martial artists such as monks and fighters, offers flexibility and decency.// | | + | ^ Belt | Monk's Wrappings | //Basic Coverings common among martial artists such as monks and fighters, offers flexibility and decency |
| ^ Boots | - | | | ^ Boots | - | | | ||
| ^ Weapon | ^ Weapon | ||
| ^ Shield/ | ^ Shield/ | ||
| ^ Sub-Weapon | ^ Sub-Weapon | ||
| - | ^ Tatoo (Arms) | [[item: | + | ^ Mark (Arms) | [[item: |
| - | ^ Tatoo (Back) | [[item: | + | ^ Mark (Back) | [[item: |
| Line 141: | Line 146: | ||
| <WRAP clear /> | <WRAP clear /> | ||
| - | =====Teo's Quick Ability Reference==== | + | <WRAP box> |
| + | <WRAP centeralign> | ||
| + | ==== Teo the Leonin | ||
| + | </ | ||
| - | <WRAP box centre | + | **[[culture:aasimar|Leonin]]: |
| + | description | ||
| - | <WRAP round left> | + | **Physical Appearance** \\ |
| - | ^ Attack ^ Hit ^ Damage ^ | + | Leonin are not native to any land within Felwind, their homeland resides in [[planes: |
| - | | Weapon Attack| +00 | 1d6+0 | | + | |
| - | | Unarmed Attack | +8 | 1d8+1d4+6 | + | |
| - | </ | + | Teo knows little of his supposed home land, Born and bread in Reton his home is with his family and that's all he cares for. |
| - | <WRAP round right 15em> | + | Bigger, bulkier and overall beefy looking Tabaxi as describe by most. more narrowminded folk confuse Tabaxi and Leonin as the same race just male and female variations, but this is stereotyping and assumption and is looked down upon by any decent mortal. |
| - | ^ ^ ^ Core ^ Saves ^ ^ | + | |
| - | | STR | +8 | DEX | +3 | CON | +6 | | + | Teo Stands over 7ft tall (2 Meters) Buff and Brawny, Long blue hair and Ash black fur. // |
| - | | INT | -2 | WIS | +4 | CHA | -1 | | + | |
| - | ^ ^ ^ Spell ^ Slots ^ ^ | + | Hands and feet are pawed, with retractable claws like most normal big cats. But unique to Teo is his tail, Far longer and bulkier than normal Leonin tails. Perhaps something genetic or a simple mutation. \\ |
| - | | 1st | 3 | 2nd | 0 | 3rd | 0 | | + | His head is also Different from typical Leonin, being similar shape to a Wolf or somewhere in-between wolf and lion, another genetic mutation from crossbreeding most likely. |
| - | | 4th | 0 | 5th | 0 | 6th | 0 | | + | |
| - | | 7th | 0 | 8th | 0 | 9th | 0 | | + | < |
| - | </WRAP> | + | < |
| - | < | + | |
| + | |||
| + | ***Lifespan: | ||
| + | |||
| + | ***Creature Type:** \\ Your classified as a Humanoid. | ||
| + | |||
| + | ***Age** \\ Leonin mature and age at about the same rate as humans. | ||
| + | |||
| + | ***Alignment** \\ Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good. | ||
| + | |||
| + | ***Size** \\ Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium. | ||
| + | |||
| + | ***Speed** \\ Your base walking speed is 35 feet. | ||
| + | |||
| + | ***Languages** \\ You can speak, read, and write Common and Leonin. | ||
| - | <WRAP round right 15em> | ||
| - | ^ Skill Saves ^ | ||
| - | | Acrobatics | +0 | | ||
| - | | Medicine | +0 | | ||
| - | | Animal Handling | +0 | | ||
| - | | Nature | +0 | | ||
| - | | Arcana | +0 | | ||
| - | | Perception | +0 | | ||
| - | | Athletics | +0 | | ||
| - | | Performance | +0 | | ||
| - | | Deception | +0 | | ||
| - | | Persuasion | +0 | | ||
| - | | History | +0 | | ||
| - | | Religion | +0 | | ||
| - | | Insight | +0 | | ||
| - | | Sleight of Hand | +0 | | ||
| - | | Intimidation | +0 | | ||
| - | | Stealth | +0 | | ||
| - | | Investigation | +0 | | ||
| - | | Survival | +0 | | ||
| - | </ | ||
| - | <WRAP left tablewidth 65%> | ||
| - | ^ Passive Ability ^ Stat ^ Source ^ | ||
| - | | ++ Powerful Build | \\ Treated as one size larger for weight, push pull, strength and carry mechanics ++ | Size | Racial | | ||
| - | | ++ Darkvision | \\ Gain 60ft of Darkvision++ | Vision | Racial| | ||
| - | | ++ Hunter' | ||
| - | | ++ Ability Name | \\ Description ++ | Stat | Source | | ||
| - | | ++ Ability Name | \\ Description ++ | Stat | Source | | ||
| </ | </ | ||
| - | < | + | < |
| + | ***Powerful Build** \\ You count as one size larger when calculating strength checks/ | ||
| + | |||
| + | ***Darkvision** \\ You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | ||
| + | |||
| + | ***Claws** \\ Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier. | ||
| + | |||
| + | ***Hunter' | ||
| - | <WRAP round centre> | + | ***Daunting Roar** \\ As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become |
| - | ^ Active Ability ^ Description ^ Action ^ Usage/ | + | </WRAP> |
| - | | Daunting Roar | ++ Fighting creature | \\ 10ft Range \\ WIS save =14 \\ Target becomes | + | </WRAP> |
| - | | Name | ++ Stat | \\ description goes here ++| Action/Bonus/ | + | |
| - | | Name | ++ Stat | \\ description goes here ++| Action/Bonus/ | + | |
| - | | Name | ++ Stat | \\ description goes here ++| Action/ | + | |
| - | | Name | ++ Stat | \\ description goes here ++| Action/ | + | |
| </ | </ | ||
| + | <WRAP centeralign> | ||
| + | ===== Teo's Class ===== | ||
| </ | </ | ||
| + | ==== Rune Fighter Class Introduction ==== | ||
| - | ====Background: | + | //Teostra was once an adept Rogue during his younger years but after an event that left him alone he promised to change his ways. Leaving behind the ways of a thief and trading up to something more ' |
| - | | + | **Hit Points** |
| - | *Insight, Medicine | + | *Hit Dice: 1d10 per fighter level |
| - | ***Tool Proficiencies** | + | *Hit Points at 1st Level: 10 + your Constitution modifier |
| - | *One type of artisan' | + | *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st |
| - | ***Languages** | + | |
| - | *Draconic | + | |
| - | ***Equipment** | + | |
| - | *A set of artisan' | + | |
| - | **Experienced Laborer** \\ | + | **Proficiencies** |
| - | Laborers are everywhere in the city and countryside, from the dockworker unloading goods, to the cart driver delivering them, to the miner deep underground. | + | |
| + | *Weapons: Simple weapons, martial weapons | ||
| + | *Tools: None | ||
| + | *Saving Throws: Strength, Constitution | ||
| + | *Skills: | ||
| - | **Type of Laborer** | + | **Equipment** |
| - | *Farmhand | + | |
| - | *Logger | + | |
| - | **Feature: Day Laborer** \\ | + | ===Background: Feature & Details=== |
| - | As one of the working class, finding work and a place to stay is easy for you. In any location that needs workers, you can find room and board plus enough money for a poor lifestyle for as long as the work holds out, unless you prove to be a danger to those around you. Your employer and the other laborers may even protect you from the law or anyone else searching for you, though they will not risk their lives for you. | + | |
| - | **Feat: Tavern Brawler** ++[7] | //Unearthed Arcana: DnD One// ++ \\ | + | //Laborers are everywhere in the city and countryside, |
| + | |||
| + | <WRAP box right 45em > | ||
| + | ===Feature: Tavern Brawler=== | ||
| + | ++[7] | //Unearthed Arcana: DnD One// ++ \\ | ||
| Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: | Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: | ||
| - | *Increase your Strength or Consititution | + | *Increase your Strength or Constitution |
| *You are proficient with improvised weapons relating to furniture. | *You are proficient with improvised weapons relating to furniture. | ||
| *Tiny: 1D6 + Strength (Chair leg, Cub, Plate) | *Tiny: 1D6 + Strength (Chair leg, Cub, Plate) | ||
| Line 238: | Line 238: | ||
| *Your unarmed strike add a d4 for damage, you can re-roll and D4 that results in a 1. | *Your unarmed strike add a d4 for damage, you can re-roll and D4 that results in a 1. | ||
| *When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. | *When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. | ||
| + | </ | ||
| + | |||
| + | **Type of Laborer** | ||
| + | *Farmhand | ||
| + | *Logger | ||
| + | |||
| + | **Skill Proficiencies** | ||
| + | *Insight | ||
| + | *Medicen | ||
| + | **Languages And Tools** | ||
| + | *Draconic | ||
| + | *One type of Artisan' | ||
| + | **Equipment (If Any)** | ||
| + | *A set of artisan' | ||
| + | *a shovel | ||
| + | *an iron pot | ||
| + | *a set of common clothes | ||
| + | *a pouch containing 10gp | ||
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | ---- | ||
| + | <WRAP centeralign> | ||
| + | ===== Rune Fighter ===== | ||
| + | </ | ||
| + | |||
| + | <WRAP group> | ||
| + | <WRAP half column > | ||
| + | <WRAP box> | ||
| + | ==== 1st Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Fighting Style** ++[1] | // | ||
| + | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. | ||
| + | ***Unarmed Fighting** ++[3] | // | ||
| + | At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | ||
| + | |||
| + | **Second Wind** ++[1] | // | ||
| + | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. \\ | ||
| + | Once you use this feature, you must finish a short or long rest before you can use it again. | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 2nd Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Action Surge** ++[1] | // | ||
| + | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. | ||
| + | |||
| + | Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 3rd Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Rune Carver** ++[3] | // | ||
| + | Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. | ||
| + | |||
| + | ^ Runes Known ^ | ||
| + | ^ Fighter Level ^ Number of Runes ^ | ||
| + | | 3rd | 2 | | ||
| + | | 7th | 3 | | ||
| + | | 10th | 4 | | ||
| + | | 15th | 5 | | ||
| + | |||
| + | Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. | ||
| + | |||
| + | ***Fire Rune** \\ This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. | ||
| + | *In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. | ||
| + | |||
| + | ***Frost Rune** \\ This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. | ||
| + | *In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. | ||
| + | |||
| + | **Giant Might** ++[3] | // | ||
| + | At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: | ||
| + | *If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn' | ||
| + | *You have advantage on Strength checks and Strength saving throws. | ||
| + | *Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. | ||
| + | You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 4th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Feat: Ember of the Fire Giant** ++[4] | //Unearthed Arcana 85 - Wonders of the Multiverse// | ||
| + | You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits: | ||
| + | *Ability Score Increase. Increase your Strength, Constitution, | ||
| + | *Born of Flame. You have resistance to fire damage. | ||
| + | *Searing Ignition. | ||
| + | *When you take the Attack action on your turn, you can replace a single attack with a magical burst of flame. Each creature of your choice within 15 feet of you that can see you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it is blinded until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. You can use your Searing Ignition a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 5th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Extra Attack** ++[1] | // | ||
| + | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. | ||
| + | |||
| + | The number of attacks increases to three when you reach 11th level in this class. | ||
| + | </ | ||
| + | |||
| + | <WRAP box > | ||
| + | ==== 6th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | **Ability Score or Feat** | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 7th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Runic Shield** ++[3] | // | ||
| + | At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll. \\ | ||
| + | You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
| + | </ | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP half column > | ||
| + | <WRAP box> | ||
| + | ==== 8th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | **Ability Score or Feat** | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 9th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Indomitable** ++[1] | // | ||
| + | Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. \\ | ||
| + | You can use this feature twice between long rests starting at 13th level | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 10th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | **Great Stature** ++[3] | // | ||
| + | By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. \\ | ||
| + | Moreover, the extra damage you deal with your Giant' | ||
| + | </ | ||
| + | |||
| + | |||
| + | <WRAP box> | ||
| + | ==== 11th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 12th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 13th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 14th Level Rune Fighter ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | </ | ||
| + | ---- | ||
| + | |||
| + | <WRAP centeralign> | ||
| + | ===== Wild-Fire Druid ===== | ||
| + | </ | ||
| + | |||
| + | ==== Wild-Fire Druid Introduction==== | ||
| + | |||
| + | //Through his study of Giant lore lead him on various journeys to relatively un-marked parts of Mor-Thir it was here in Covania. on the North-West edge of Fiery-Borderlands he found a Druid unlike any he had herd of before. This one wielding the flames to heal the land. Ash gave rise to seedlings, Burt bark chipped away to reveal new life. Although the land was burnt and defiled by the Demon' | ||
| + | |||
| + | **Hit Points** | ||
| + | ***Hit Dice:** 1d8 per druid level | ||
| + | ***Hit Points at 1st Level:** 8 + your Constitution modifier | ||
| + | ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st | ||
| + | |||
| + | <WRAP centeralign> | ||
| + | ===== MULTI-CLASS Levels ===== | ||
| + | </ | ||
| + | |||
| + | <WRAP group> | ||
| + | <WRAP half column > | ||
| + | <WRAP box> | ||
| + | ==== 1st Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | **Druidic** ++[1] | // | ||
| + | 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' | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 2nd Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | **Wild Shape** ++[1] | // | ||
| + | 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' | ||
| + | |||
| + | 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, | ||
| + | |||
| + | While you are transformed, | ||
| + | |||
| + | Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, | ||
| + | |||
| + | When you transform, you assume the beast' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | 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' | ||
| + | |||
| + | **Wildfire Druid Circle** ++[3] | // | ||
| + | |||
| + | **Circle Spells** \\ | ||
| + | When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table. | ||
| + | |||
| + | Once you gain access to one of these spells, you always have it prepared, and it doesn' | ||
| + | |||
| + | Druid Level Spells | ||
| + | *2nd Burning Hands, Cure Wounds | ||
| + | *3rd Flaming Sphere, Scorching Ray | ||
| + | *5th Plant Growth, Revivify | ||
| + | *7th Aura of Life, Fire Shield | ||
| + | *9th Flame Strike, Mass Cure Wounds | ||
| + | |||
| + | **Summon Wildfire Spirit** ++[3] | // | ||
| + | At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. | ||
| + | |||
| + | The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. | ||
| + | |||
| + | The spirit is friendly to you and your companions and obeys your commands. See this creature' | ||
| + | |||
| + | In combat, the spirit 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 manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. | ||
| + | |||
| + | <WRAP box> | ||
| + | **Wildfire Spirit** ++[3] | // | ||
| + | *Small elemental | ||
| + | ***Armor Class**: 13 (natural armor) | ||
| + | ***Hit Points**: 5 + five times your druid level | ||
| + | ***Speed**: | ||
| + | *30ft , fly 30 ft (hover) | ||
| + | |||
| + | | STR | DEX | CON | INT | WIS | CHA | | ||
| + | | 10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) | | ||
| + | |||
| + | ***Damage Immunities: | ||
| + | ***Condition Immunities: | ||
| + | ***Senses**: | ||
| + | ***Languages**: | ||
| + | ***Proficiency Bonus**: equals your bonus | ||
| + | |||
| + | **Actions** \\ | ||
| + | *Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage. | ||
| + | *Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. | ||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 3rd Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | |||
| + | <WRAP half column > | ||
| + | <WRAP box> | ||
| + | ==== 4th Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | **Feat** | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 5th Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box> | ||
| + | ==== 6th Level Wildfire Druid ==== | ||
| + | ---- | ||
| + | |||
| + | **Enhanced Bond** ++[3] | // | ||
| + | At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. \\ | ||
| + | In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. | ||
| + | |||
| + | </ | ||
| + | </ | ||
| + | </ | ||
| + | ---- | ||
| + | |||
| + | <WRAP clear /> | ||
| + | |||
| + | <WRAP centeralign> | ||
| + | =====Spellcasting Rules & Details===== | ||
| + | </ | ||
| + | |||
| + | **Type of Spell List you can access** | ||
| + | |||
| + | **Spell Slot Recovery** | ||
| + | |||
| + | <WRAP round left 15em> | ||
| + | ^ ^ ^ Spell ^ Slots ^ ^ | ||
| + | | 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 | | ||
| + | | 4th | 0/0 | 5th | 0/0 | 6th | 0/0 | | ||
| + | | 7th | 0/0 | 8th | 0/0 | 9th | 0/0 | | ||
| + | ^ Total Cantrips | ||
| + | ^ Total Spells | ||
| + | </ | ||
| + | <WRAP clear /> | ||
| + | |||
| + | **Spell Preparation** | ||
| + | |||
| + | **Spellcasting Scores, DC, Bonus** | ||
| + | |||
| + | **Ritual Casting** \\ | ||
| + | |||
| + | **Spellcasting Focus** | ||
| + | |||
| + | =====Spell List===== | ||
| + | |||
| + | <WRAP box> | ||
| + | ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ | ||
| + | | Produce Flame | Fairei Fire | - | - | | ||
| + | | - | Cure Wounds| - | - | | ||
| + | | - | Detect Magic | - | - | | ||
| + | | - | GoodBerry | - | - | | ||
| + | | - | Fire Knife | - | - | | ||
| + | | - | Burning Hands | - | - | | ||
| + | |||
| + | |||
| + | |||
| + | //Bold = Prepared Spell// | ||
| + | |||
| + | </ | ||
| + | ====Cantrips==== | ||
| + | |||
| + | ++ Produce Flame | \\ | ||
| + | // | ||
| + | **Casting Time:** 1 Action \\ | ||
| + | **Range:** Self \\ | ||
| + | **Components: | ||
| + | **Duration: | ||
| + | A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. \\ | ||
| + | You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. \\ | ||
| + | This spell' | ||
| + | |||
| + | |||
| + | |||
| + | Transmutation cantrip | ||
| + | |||
| + | Casting Time: 1 action | ||
| + | Range: 60 feet | ||
| + | Components: S | ||
| + | Duration: Instantaneous or 1 hour | ||
| + | |||
| + | You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: | ||
| + | |||
| + | You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. | ||
| + | You instantaneously extinguish the flames within the cube. | ||
| + | You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. | ||
| + | You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. | ||
| + | If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | ||
| + | ====Level 1 Spells==== | ||
| + | |||
| + | //Source: Player' | ||
| + | 1st-level evocation | ||
| + | ++ Faerie Fire | \\ | ||
| + | **Casting Time:** 1 action \\ | ||
| + | **Range:** 60 feet \\ | ||
| + | **Components: | ||
| + | **Duration: | ||
| + | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). \\ | ||
| + | Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. \\ | ||
| + | Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. ++ | ||
| - | =====Character Notebook===== | + | ++ Cure Wounds | \\ //Source: Player' |
| + | 1st-level evocation \\ | ||
| + | **Casting Time:** 1 action \\ | ||
| + | **Range:** Touch \\ | ||
| + | **Components: | ||
| + | **Duration: | ||
| + | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \\ | ||
| + | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. ++ | ||
| - | **Tax Collector** \\ | + | **Detect Magic** \\ |
| - | -An item to slay the vampire | + | //Source: Player' |
| - | | + | 1st-level divination (ritual) |
| - | | + | |
| + | | ||
| + | *Components: | ||
| + | *Duration: Concentration, | ||
| + | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action | ||
| - | **Leaving Brovaria** \\ | + | The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. |
| - | Teo Left the egg from the goose house with Quill | + | |
| - | **Retrieving the Bow** \\ | + | ++ GoodBerry | \\ |
| - | Teo Paid alot of platinum | + | //Source: Player' |
| + | //1st-level transmutation// | ||
| + | **Casting Time:** 1 action | ||
| + | **Range:** Touch \\ | ||
| + | **Components: | ||
| + | **Duration: | ||
| + | Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action | ||
| + | The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ++ | ||
| - | **Farewell Note left to [[character: | + | **Fire Knife** \\ |
| - | //“Fast as a whip snake, as strong as 10 men, | + | //Source: Xanathar' |
| - | Bemin, our friend and our hero. | + | 1st-level conjuration |
| - | They way he spoke was strange but a solid ground for us. | + | |
| - | He commanded in battle; He leads us to victory. | + | *Range: 60 feet |
| - | Maybe he wasn’t | + | *Components: |
| - | We will miss him, I will miss him// \\ | + | |
| - | //Goodbye friend”// \\ | + | You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against |
| - | - //Teostra Hazzak// | + | |
| - | ==== Meeting and Old Friend ==== | + | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. |
| - | A bright and colourful day has greeted the the cartmen, On his way to Rustiel with a young family as his passengers. The large bulkier Leonin known as Teo, Ash black fur covered the majority of his toned ripped body. It had been a number of years since the incident at Pinga' | ||
| - | With him is lovely Fiancé Chaos and 4 children, Deltris, Folgo, Misery and Maple. Maple was in Chaos' | ||
| - | Chaos, A tabaxi halfbreed woman of large proportions, | ||
| - | Now soon to be married, a father | + | **Burning Hands** \\ |
| + | //Source: Player' | ||
| + | 1st-level evocation | ||
| + | *Casting Time: 1 action | ||
| + | *Range: Self (15-foot cone) | ||
| + | *Components: | ||
| + | *Duration: Instantaneous \\ | ||
| + | As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful | ||
| + | The fire ignites any flammable objects | ||
| - | Now the family travels south through Reton see //Bemin// Once again. \\ | + | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, |
| - | Reton had changed during his years away. From the stories and news Teo learned that a rebellion had taken place and seemed victorias. A new nation called // | ||
| - | Arriving in rustile the family disembarked. Teo helping Chaos down treating her like a large delicate flower. \\ The cartmen could' | + | ====Level 2 Spells==== |
| - | Misery called out drawing the families attention to the huge landmass seemingly floating in the sky. | + | |
| + | ====Level 3 Spells==== | ||
| + | Summon Fey | ||
| + | Speak with Plants | ||
| + | Erupting Earth | ||
| + | Dispel Magic | ||
| + | Water Breathing | ||