Editing D&D 5e: Exile Character 02

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:'''Constitution:''' 14 (+2); '''SAVES''' +5
 
:'''Constitution:''' 14 (+2); '''SAVES''' +5
 
:'''Intelligence:''' 12 (+1); '''SAVES''' +4
 
:'''Intelligence:''' 12 (+1); '''SAVES''' +4
:'''Wisdom:''' 18 (+4); '''SAVES''' +7; '''Perception''' +7; '''Insight''' +7; '''Animal Handling''' +7; '''Survival''' +7; '''Herbalism Kit''' +7
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:'''Wisdom:''' 18 (+4); '''SAVES''' +7
:'''Charisma:''' 12 (+1); '''Intimidation''' +4; '''Pan Flute''' +4
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:'''Charisma:''' 12 (+1);
  
 
== Combat ==
 
== Combat ==
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== Spells Prepared ==
 
== Spells Prepared ==
:'''Cantrips:''' Shillelagh, Druidcraft, Produce Flame
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:'''Cantrips:'''  
:'''1st Level:''' Cure Wounds, Entangle (C), Faerie Fire (C), Thunderwave
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:'''1st Level:'''  
:'''2nd Level:''' Beast Sense (C), Flaming Sphere (C), Pass Without Trace (C)
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:'''2nd Level:'''  
:'''3rd Level:''' Dispel Magic, Call Lightning (C)
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:'''3rd Level:'''  
 
:''Key:'' C=concentration
 
:''Key:'' C=concentration
  
 
== Proficiencies ==
 
== Proficiencies ==
 
:'''Languages:''' Common, Druidic
 
:'''Languages:''' Common, Druidic
:'''Tools:''' Pan flute, Herbalism Kit
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:'''Tools:''' Pan flute
:'''Skills:''' Animal Handling, Insight, Athletics, Survival, Perception, Intimidation
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:'''Skills:''' Animal Handling, Insight, Athletics, Survival
 
:'''Armor:''' light armor, medium armor, shields (non-metallic)
 
:'''Armor:''' light armor, medium armor, shields (non-metallic)
 
:'''Weapons:''' Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
 
:'''Weapons:''' Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
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== Campaign Bonuses ==
 
== Campaign Bonuses ==
 
:'''Extra feat:''' Resilient (Constitution)
 
:'''Extra feat:''' Resilient (Constitution)
:'''Extra language or skill:''' Perception
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:'''Extra language or skill:'''  
  
 
== Race: Human (variant) ==
 
== Race: Human (variant) ==
:'''Ability Score Increase:''' +1 to WIS and INT; '''Bonus Skill:''' Intimidation; '''Bonus Feat:''' Mobile
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:'''Ability Score Increase:''' +1 to WIS and INT; '''Bonus Skill:''' ; '''Bonus Feat:''' Mobile
 
:'''Languages:''' Common, Druidic
 
:'''Languages:''' Common, Druidic
  
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== Class: Druid==
 
== Class: Druid==
 
:'''Skills:''' Animal Handling, Insight
 
:'''Skills:''' Animal Handling, Insight
:'''Tools:''' Herbalism Kit
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:'''Spellcasting:''' ''Spell Save DC:'' 15, ''Spell Attack Modifier:'' +7, ''Spells Prepared per Day:'' 9
:'''Spellcasting:''' ''Spell Save DC:'' 15, ''Spell Attack Modifier:'' +7, ''Spells Prepared per Day:'' 9, Cantrips Known: 3
 
:'''Wild Shape:'''
 
::Magically assume the shape of a beast she's seen before, replacing all statistics but alignment, personality, Intelligence, Wisdom, and Charisma.
 
::Retain existing proficiencies and gain creature's proficiencies; if proficiency overlaps, use higher bonus.
 
::Start with creature's HP and HD; leave wild shape with same HP you entered.  If reduced to 0 HP in wild shape, revert to normal form and overflow damage to normal form's hit points.
 
::Cannot cast spells, and speech or hand use is dependent on abilities of the form.  Does not break concentration or prevent ongoing spell actions.
 
::Retain class, species, and other special features if physically compatible with the animal form, except for senses.  The animal form determines what senses are available.
 
::Equipment may be worn by new form if compatible with its shape, otherwise equipment must fall to ground or merge with form (your choice).  Merged equipment has no effect until you revert.
 
::'''Limits''': CR Level/3, no flying speed (changed by Moon circle)
 
::'''Uses''': 2x/rest, '''Duration''': Level/2 Hours
 
 
:'''Circle:''' Moon
 
:'''Circle:''' Moon
::'''Combat Wild Shape:''' Use Wild Shape as bonus action rather than standard, and can spend a spell slot to regain 1d8 hit points per spell level.
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::'''Bonus Proficiencies:'''  
::'''Circle Forms:''' Can take CR 1 Wild Shape starting at level 2; Level/3 starting at Level 6
 
  
 
==Heirloom==
 
==Heirloom==

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