Class & Level

Druid of the Moon Lv3

Species

Wood Elf

Background

Background

Alignment

______________

Strength

10

+0

Dexterity

14

+2

Constitution

14

+2

Intelligence

14

+2

Wisdom

18

+4

Charisma

8

-1

16

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+0

Dexterity

+2

Constitution

+2

Intelligence

+4

Wisdom

+6

Charisma

-1

+2

Proficiency
Bonus

WIS

+4

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+6

Arcana Int

+4

Athletics Str

+0

Deception Cha

-1

History Int

+4

Insight Wis

+4

Intimidation Cha

-1

Investigation Int

+4

Medicine Wis

+4

Nature Int

+2

Perception Wis

+6

Performance Cha

-1

Persuasion Cha

-1

Religion Int

+2

Sleight of Hand Dex

+2

Stealth Dex

+2

Survival Wis

+4

Traits & Gear

Traits

Raised in the feywild, you have no memory of your birth parents and were content to live amongst the fey creatures who helped raise you. However, you eventually learn of the practice of child stealing, and have now abandoned your home in search of your true family. Searching costs money, and there’s plenty of work for someone who can turn into a wolf!

  • Darkvision.up to 60ft
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Equipment & Money

Hide Armour: 12+2AC

Shield: +2AC

Staff: For casting spells, D20+4 to hit, 1d6+2 damage.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Dire Wolf Form

Speed 50 ft. | Armor Class 14 | Hit Points 40

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)

Skills Perception +3, Stealth +4

Keen Senses. Advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Bite. D20+5 to hit, 2d6+3 Damage. Enemy STR saving throw or knocked prone.

 

Giant Eagle Form

Speed: Flying 80 ft. | Armor Class 13 | Hit Points 24

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)

Skills Perception +4

Beak & Talons: 2 Attacks –  D20+5 to hit, 1d6+3 damage

 

Actions

Abilities that take require an action, bonus action or reaction. 

Wild Shape

You can use your Wild Shape charges to transform into one of your forms. You regain these charges after a long or short rest.

You can remain in animal for 1 hour or if you are brought to 0 hit points. You may dismiss wild shape as a bonus action.

Your forms have their own hp and damage is not transferred over to elf form, except for damage past bringing you to zero hp.

You cannot cast spells, but spells you are concentrating on remain.

Summon Familiar

Casting Time: Bonus Action |Range: 10 feet| Duration: All day
You summon a a creature into your service. It can be anything, but it cannot fight. In battle you can move it after your turn, but it can only move or perform tasks such as opening a door.

While your familiar is within 100 feet of you, you can communicate with it telepathically. You can see and hear what it does, but are blind and deaf whilst doing this. You can also cast touch spells via the familiar.

Lunar Mend

While in wild shape, expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦🟦🟦 Spellslots : Lv 2 : 🟦🟦 Wild Shape : – : 🟩🟩

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 minute
Give 1 person an extra 1d4 to a skill check.

Shillelagh

Casting Time: 1 bonus action | Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. it’s attack changes to D20+6 to hit and 1d8+4 magic damage.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Healing Word Lv1

Casting Time: 1 bonus action | Range: 60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 + 4 This spell has no effect on undead or constructs. Use a Lv2 spell slot for 2d4+4 healing.

Absorb Elements Lv1

Casting Time: 1 reaction, which you take when elemental damage |Range: Self | Duration: 1 round
Capture incoming energy. You have resistance to the triggering damage type until the start of your next turn. Also, 1d6 of that damage to your next attack.

Protection from Good & Evil Lv1

Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected (half damage) against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

Faerie Fire Lv1

Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute

All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.

Pass Without a Trace Lv2

Casting Time: action | Range: Self, 30 feet radius | Duration: Concentration, up to 1 hour

All creatures in range gain +10 to stealth checks and can’t be tracked by non-magical means.

Summon Beast Lv2

Casting Time: action  Range: 90 feet | Duration: Concentration, up to 1 hour

Summon a bad boi beast to do battle! It can be anything up to bear sized. and uses these stats depending on form and nature of the beast: Land, Sea or Air

Speed (60ft. flying) (30ft land/sea) | Armor Class 14 | Hit Points 30(land/sea) 20 (air)

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+0) 4 (−3) 18 (+4) 5 (−3)

Skills Darkvision 60ft.

Flyby (air): Doesn’t provoke opportunity attacks

Pack Tactics(land/sea): The wolf has advantage on an attack rolls if ally is next to it.

Bite. D20+5 to hit, 1d8+3 Damage.