MagentaDNDHuckleberry
Huckleberry
prlnouns: he/him
alignment: neutral good
skill proficencies : animal handling, survival
CLASS DRUID
http://dnd5e.wikidot.com/druid
RACE HALF-ORC
https://www.dndbeyond.com/races/half-orc
http://dnd5e.wikidot.com/half-orc
BACKGROUND WOOD DWELLER
https://www.dandwiki.com/wiki/Wooddweller_(5e_Background)
SKILLS ABILITIES
SPELLS
FULL TEXT
class : druid
Class Features
As a druid, you gain the following class features.
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
Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer's pack, and a druidic focus
Druidic
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's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
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.
``` Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 Giant eagle ```
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, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
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't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
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's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Druid Circle
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
< see manual >
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
background : wooddweller
Wooddweller (5e Background)
Woods-Dweller
Your home is, or was, a forest. Moss is your preferred bed, and there is nothing more beautiful than seeing all the forest's inhabitants in harmony. Maybe you've always lived in the forest as part of a tribe, or perhaps you were lost there as a child. Maybe you went to the forest to escape your future or past, or perhaps you make your living as a guide. Whatever the case may be, you feel at home in the woods like no other place. You are attracted to natural magic, particularly druid magic, so much so that perhaps you are a druid; and even if you aren't, you have a deep-rooted respect and admiration for those who are. However, something has made you leave home. Was it for the good of others? Was it just yourself? Perhaps it was not by choice. Is adventuring in your blood, and you listened to your calling? Were you forced out by your people or by a natural disaster? Or, are you re-entering society; and if so, what is the reason you decided to go back?
Skill Proficiencies: Choose Two: Nature, Survival, and Animal Handling
Tool Proficiencies: Herbalism Kit, Woodcarver Tools
Equipment: A set of common clothes, your chosen tool proficiency's toolkit, a lantern, a water skin, and a trinket of your choice
Feature: The Woods Are My Home
You can find food, water, and shelter for yourself and up to five people each day while in wooded areas, provided that the land permits it. You will not get lost in the woods and are able to guide your party easily. Normal woodland creatures will be passive towards you when not provoked, as you understand them.
```Suggested Characteristics d8 Personality Trait 1 I have been isolated for so long that I am no longer used to making conversation, and therefore rarely speak or just say what comes to mind. 2 After leaving society I no longer feel like I fit in, even though I desperately want to. 3 I am oblivious to etiquette and social expectation. 4 I am driven by a need to be in the woods, and will feel out of place anywhere else. 5 I have a lesson on every situation, drawn from observing nature. 6 I feel more comfortable around animals than people. 7 I was, in fact, raised by wolves (or some other creature of the woods). 8 I feel that it is my duty to go out and protect nature. d6 Ideal 1 Live and let live: meddling in the affairs of others only causes trouble. (neutral) 2 Woods should always be protected, and anyone who tries to harm it will deal with me. (any) 3 Life is like the seasons: change is inevitable, we must change with it. (chaotic) 4 It is each person's responsibility to make the most happiness for the whole tribe. (good) 5 There is an order to all things. This order must be kept. (lawful) 6 One's value is in their might. Only the strong are worthy of surviving. (evil) d6 Bond 1 My family/clan/tribe is most important to me. I'd do anything to protect them. 2 I grew up in the woods, without knowing where I actually came from. 3 I am the last of my tribe and I must ensure their legacy remains. 4 I fled to the woods to hide from something I must one day confront. 5 I feel a danger coming to my home that I must prevent at any and all costs. 6 I will bring terrible wrath down on the evildoers who destroyed my homeland. d6 Flaw 1 Now that I've entered the world, I enjoy its delights too much. Possibly, too much to go back. 2 I don't understand many cities' conventions, and feel mine are inherently better. 3 I was raised sheltered, and am inherently naïve in nature. 4 I am slow to trust others. 5 Don't except me to save those who can't save themselves. The weak are meant to perish. 6 I see foolish waste and misuse of nature everywhere, and believe only I can solve it. ```
Half-Orc Features Source: Player's Handbook
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.