+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+7 | Dexterity | |
+5 | Constitution | |
+9 | Intelligence | |
+7 | Wisdom | |
+7 | Charisma |
+4 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+6 | Arcana | INT | |
-3 | Athletics | STR | |
+3 | Deception | CHA | |
+6 | History | INT | |
+5 | Insight | WIS | |
+3 | Intimidation | CHA | |
+6 | Investigation | INT |
+7 | Medicine | WIS | |
+6 | Nature | INT | |
+5 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+8 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scimitar | +0 | STR | 1d6-1 | Slash | |
Finesse | |||||
Produce Flame | +2 | WIS | 1d8 | Flame | |
Longbow | +4 | DEX | 1d8+2 | Piercing |
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility. You gain proficiency in two skills of your choice.
Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Circle of Stars :
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form.
Archer: On activation and as a bonus action, you can make a ranged spell attack (60 ft.) dealing 1d8+3 radiant dmg.
Chalice: When you cast a spell that restores hit points, you or a creature within 30 ft. regains 1d8+3 hit points.
Dragon::When you make an INT or a WIS check or a CON saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Glass disk star map, scimitar, longbow, wooden shield, hide armor, quiver, handaxe, bedroll, mess kit, 1 day’s rations, 50’ hempen rope, waterskin
WeapProficiencies - Armor: Light armor, medium armor, shields, martial weapons, quarterstaffs, scimitars, simple weapons, spears
Skill Prof : Athletics, Survival
Instrument Prof. : Flute
Druidic : Insight, Perception
Languages : Common, Elf, Druidic, Orc
I’ve never met a rule I didn’t want to break.
Do the right thing, even if it’s the wrong thing.
I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
There's no room for caution in a life lived to the fullest.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Melee Spell Attack | 2d6 | Piercing Damage |
---|
Players Handbook Page 269
0-level (Cantrip) Conjuration
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.
At higher levels: This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
D&D 5e PHB Page 230
1-level Evocation
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.
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Saving Throw | Strength |
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Basic Rules, pg. 282
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.