Difference between revisions of "Knock the Starchild"

From RPGnet
Jump to: navigation, search
(Traits)
(2nd Level)
 
(13 intermediate revisions by the same user not shown)
Line 13: Line 13:
  
 
'''Flaw:''' I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
 
'''Flaw:''' I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
 +
 +
'''Treasured Item:''' A vial of water from the source of a sacred river
 +
 +
'''Guiding Aspect:''' The stars that illuminate the night sky are evidence that even in the ordered chaos of nature there is constance, and always a guiding light home.
 +
 +
'''Mentor:''' Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
  
 
==General==
 
==General==
Line 132: Line 138:
  
 
----
 
----
 +
 +
==Feats==
 +
 +
* '''Fey Touched:''' Hex
  
 
==Equipment/Gold==
 
==Equipment/Gold==
 +
*Starting Gold: 760
 +
*Bag of Tricks
 +
*Figurine of wondrous power: Silver owl (reskinned raven)
 +
*Staff of the woodlands
 +
*Leather Armor
 +
*Explorer’s Pack
 +
*Shovel
 +
*Iron Pot
 +
*Alchemist’s supplies
 +
*Scimitar
 +
*Quaterstaff
 +
*Alchemist’s supplies
  
 
==Combat==
 
==Combat==
Line 139: Line 161:
 
==Spells==
 
==Spells==
  
===Cantrips===  
+
===Cantrips===
 
+
*Druidcraft
 +
*Shillelagh
 +
*Mending
 +
*Infestation
  
 
===1st Level===
 
===1st Level===
 +
(4 spell slots)
 +
*Thunderwave
 +
*Healing Word
 +
*Entangle
 +
*Detect Magic
 +
*Hex (feat)
  
 
===2nd Level===
 
===2nd Level===
 +
(3 spell slots)
 +
*Moonbeam
 +
*Flaming Sphere
 +
*Darkness
 +
*Misty Step (feat)
  
 
===3rd Level===
 
===3rd Level===
 +
(3 spell slots)
 +
*Call Lightning
 +
*Dispel Magic
 +
*Erupting Earth
  
 
===4th Level===
 
===4th Level===
 +
(3 spell slots)
 +
*Polymorph
 +
*Blight
 +
*Confusion
 +
 +
===5th Level===
 +
(2 spell slots)
 +
*Conjure Elemental
 +
*Insect Plague
  
===Domain Spells===
+
===6th Level===
 +
(1 spell slot)
 +
*Sunbeam

Latest revision as of 03:02, 9 May 2021

Knock, Wildhunt Shifter Druid (Circle of stars)

Character[edit]

Background: Folk Hero

Defining Event: A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.

Personality Traits: If someone is in trouble, I’m always ready to lend help. I have a strong sense of fair play and always try to find the most equitable solution to arguments.

Ideal: People deserve to be treated with dignity and respect.

Bond: I have a family, but I have no idea where they are. One day, I hope to see them again.

Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Treasured Item: A vial of water from the source of a sacred river

Guiding Aspect: The stars that illuminate the night sky are evidence that even in the ordered chaos of nature there is constance, and always a guiding light home.

Mentor: Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.

General[edit]

Class: Druid 11 (Circle of Stars)

AC: 13

HP: 91

Speed: 30 ft

Height: 5’8”

Weight: 100 pounds

Alignment: Neutral Good

Languages: Common

Race: Shifter (Wildhunt)

Abilities (+modifiers)[edit]

  • Wisdom 20 (+5)
  • Intelligence 17 (+3)
  • Constitution 16 (+3)
  • Strength 11 (+0)
  • Dexterity 16 (+3)
  • Charisma 13 (+1)

Skills and Proficiencies[edit]

Skills:

  • Acrobatics (Dex)(+3)
  • Animal Handling (Wis)(+9)
  • Arcana (Int)(+3)
  • Athletics (Str)(+0)
  • Deception (Cha)(+1)
  • History (Int)(+3)
  • Insight (Wis)(+9)
  • Intimidation (Cha)(+1)
  • Investigation (Int)(+3)
  • Medicine (Wis)(+5)
  • Nature (Int)(+7)
  • Perception (Wis)(+9)
  • Performance (Cha)(+1)
  • Persuasion (Cha)(+1)
  • Religion (Int)(+3)
  • Sleight of Hand (Dex)(+3)
  • Stealth (Dex)(+3)
  • Survival(Wis)(+9)

Tool Proficiencies:

  • Alchemist’s supplies

Saving Throws[edit]

  • Strength Saves (+0)
  • Dexterity Saves (+3)
  • Constitution Saves (+3)
  • Intelligence Saves (+7)
  • Wisdom Saves (+9)
  • Charisma Saves (+1)

Traits[edit]

  • Darkvision: You have superior vision in dark and dim conditions. 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.
  • Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitu­tion modifier (minimum of 1 temporary hit point). Once you shift, you can't do so again until you finish a short or long rest.
  • Wildhunt: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.

Features[edit]

RUSTIC HOSPITALITY:

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.



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. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.



STAR MAP:

You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spell­ casting focus for your druid spells. While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all ex­pended uses when you finish a long rest.

If you lose the map, you can perform a 1 -hour cer­emony to magically create a replacement. This cere­mony can be performed during a short or long rest, and it destroys the previous map.


STARRY FORM:

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early ifyou dismiss it (no action required), are incapaci­tated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

  • Talons: When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack that targets one creature within 60 feet of you. On a hit, the attack deals radiant dam­age equal to 2d8 + your Wisdom modifier.
  • Feathers: Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 2d8 + your Wisdom­ modifier.
  • Wings and Eyes: You have a fly­ing speed of 20 feet and can hover. When you make an Intelligence or a Wis­dom check or a Constitution saving throw to main­tain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.




COSMIC OMEN:

6th-level Circle ofthe Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even). Whenever a creature you can see within 30 feet ofyou is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet ofyou is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all ex­pended uses when you finish a long rest.



Feats[edit]

  • Fey Touched: Hex

Equipment/Gold[edit]

  • Starting Gold: 760
  • Bag of Tricks
  • Figurine of wondrous power: Silver owl (reskinned raven)
  • Staff of the woodlands
  • Leather Armor
  • Explorer’s Pack
  • Shovel
  • Iron Pot
  • Alchemist’s supplies
  • Scimitar
  • Quaterstaff
  • Alchemist’s supplies

Combat[edit]

Spells[edit]

Cantrips[edit]

  • Druidcraft
  • Shillelagh
  • Mending
  • Infestation

1st Level[edit]

(4 spell slots)

  • Thunderwave
  • Healing Word
  • Entangle
  • Detect Magic
  • Hex (feat)

2nd Level[edit]

(3 spell slots)

  • Moonbeam
  • Flaming Sphere
  • Darkness
  • Misty Step (feat)

3rd Level[edit]

(3 spell slots)

  • Call Lightning
  • Dispel Magic
  • Erupting Earth

4th Level[edit]

(3 spell slots)

  • Polymorph
  • Blight
  • Confusion

5th Level[edit]

(2 spell slots)

  • Conjure Elemental
  • Insect Plague

6th Level[edit]

(1 spell slot)

  • Sunbeam