Ruina

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Circle Of The Forged Druid 7 Entertainer (Actor)

CLASS & LEVEL BACKGROUND PLAYER NAME


Ruina
Autognome - -
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
Rusza się jak lalka.
STRENGTH
15 2 30
-1 3 PROFICIENCY BONUS

8 PERSONALITY TRAITS

Hit Point Maximum

DEXTERITY Świat jest zbiorem historii, z każdej można zrobić


-1 Strength

2
interesujący spektakl.
2 Dexterity CURRENT HIT POINTS

3 Constitution
14 2 Intelligence IDEALS

6 Wisdom

CONSTITUTION 1 Charisma
TEMPORARY HIT POINTS Sprawić że dziedzictwo Jumeau (jego trupa

3 SAVING THROWS teatralna) przetrwa.

16 5 Acrobatics (Dex) BONDS


6 Animal Handling (Wis)
INTELLIGENCE -1 Arcana (Int)

-1
Nie zna niczego poza teatrem, problemy dnia
-1 Athletics (Str)
codziennego są jej obce.
1 NAME ATK DAMAGE/TYPE
Deception (Cha)
-1 Dagger +5 1d4+2 Piercing
8 History (Int)
3 Insight (Wis)
FLAWS
AC bez tarczy
1 Intimidation (Cha)
WISDOM
-1 Investigation (Int)

3
ATTACKS & SPELLCASTING
3 Medicine (Wis)
Armored Casing
-1 Nature (Int)
15 Built for Success
16 6 Perception (Wis) CP SP EP GP PP
Healing Machine
4 Performance (Cha)
1 Persuasion (Cha) 1 Lyre Mechanical Nature
CHARISMA
1 Tiny doll looking like me (gift from an admire)

1
-1 Religion (Int) Sentry's Rest
2 Sleight of Hand (Dex) 1 Costume (Current Clothes)
Specialized Design
2 Stealth (Dex) 1 Shield (twigs intertwined with threads)
Druidic
12 3 Survival (Wis) 1 Dagger
Wild Shape
1 Leather Armor
SKILLS
1 Explorer's Pack (Backpack,bedroll,mess Circle Forms
kit,tinderbox,torch (10),rations (10),waterskin,hempen
rope) Skin of Steel
16 PASSIVE WISDOM (PERCEPTION)
EQUIPMENT Elemental Fury

War Caster

TOOL: Cobbler’s Tools, Disguise Kit, Herbalism Kit, FEATURES & TRAITS

Lyre, Weaver's Tools


LANGUAGE: Common, Dwarvish, Druidic
ARMOR: Light, Medium, Shields
WEAPON: Clubs, Daggers, Darts, Javelins, Maces,
Quarterstaffs, Scimitars, Sickles, Slings, Spears

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE
CP SP EP GP PP
Total: 2 Total:

1 Druidic Focus (Needle) WILD SHAPE BUILD FOR SUCCESS

Total: Total:
ATTACKS & SPELLCASTING

Total: Total:

EQUIPMENT
WISDOM 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

Mending Call Lightning

Thorn Whip Wind Wall

Primal Savagery 7 0

4 1

1 4 Charm Monster
8 0
Guardian of Nature
Entangle

Cure Wounds
5 0
9 0

2 3

Spike Growth

Heat Metal

Earthbind

Hold Person
FEATURES & TRAITS
Armored Casing Wild Shape Circle Forms
You are encased in a thin metal or some other Starting at 2nd level, you can use your action to The rites of your circle grant you the ability to
durable material. While you aren't wearing armor, magically assume the shape of a beast that you have transform into more dangerous animal forms. Starting
your base Armor Class is 13 + your Dexterity seen before. You can use this feature twice. You at 2nd level, you can use your Wild Shape to
modifier. regain expended uses when you finish a short or long transform into a beast with a challenge rating as high
rest. as 1 (you ignore the Max. CR column of the Beast
Built for Success Shapes table, but must abide by the other limitations
You can add a d4 to one attack roll, ability check, or You can stay in a beast shape for a number of hours there).
saving throw you make, and you can do so after equal to half your druid level (rounded down). You
seeing the d20 roll but before the effects of the roll then revert to your normal form unless you expend Starting at 6th level, you can transform into a beast
are resolved. You can use this trait a number of times another use of this feature. You can revert to your with a challenge rating as high as your druid level
equal to your proficiency bonus, and you regain all normal form earlier by using a bonus action on your divided by 3, rounded down.
expended uses when you finish a long rest. turn. You automatically revert if you fall unconscious,
drop to 0 hit points, or die. Skin of Steel
Healing Machine Starting at 2nd level, while you are transformed by
While you are transformed, the following rules apply: Wild Shape, you gain the following benefits:
If the Mending spell is cast on you, you can spend a
Hit Die, roll it, and regain a number of hit points equal
Your game statistics are replaced by the statistics of You gain a +2 bonus to Armor Class.
to the roll plus your Constitution modifier (minimum of
the beast, but you retain your alignment, personality,
1 hit point). In addition, your creator designed you to
and Intelligence, Wisdom, and Charisma scores. You You have advantage on saving throws against being
benefit from several spells that preserve life but that
also retain all of your skill and saving throw poisoned, and you have resistance to poison
normally don't affect Constructs: Cure Wounds,
proficiencies, in addition to gaining those of the damage.
Healing Word, Mass Cure Wounds, Mass Healing
creature. If the creature has the same proficiency as
Word, and Spare the Dying.
you and the bonus in its stat block is higher than You don't need to eat, drink, or breathe.
yours, use the creature's bonus instead of yours. If
Mechanical Nature the creature has any legendary or lair actions, you You are immune to disease.
You have resistance to poison damage and immunity can't use them.
to disease, and you have advantage on saving throws
You don't need to sleep, and magic can't put you to
against being paralyzed or poisoned. You don't need When you transform, you assume the beast's hit sleep.
to eat, drink, or breathe. points and Hit Dice. When you revert to your normal
form, you return to the number of hit points you had While in beast form, your body is made from the
Sentry's Rest before you transformed. However, if you revert as a same materials as a warforged; your muscles are
When you take a long rest, you spend at least 6 hours result of dropping to 0 hit points, any excess damage rootlike tendrils protected by armored plates. It's
in an inactive, motionless state, instead of sleeping. In carries over to your normal form, For example, if you obvious to an observer that you are not a normal
this state, you appear inert, but you remain take 10 damage in animal form and have only 1 hit animal.
conscious. 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.
Specialized Design
You gain two tool proficiencies of your choice,
You can't cast spells, and your ability to speak or take
selected from the Player's Handbook.
any action that requires hands is limited to the
capabilities of your beast form. Transforming doesn't
Druidic break your concentration on a spell you've already
You know Druidic, the secret language of druids. You cast, however, or prevent you from taking actions that
can speak the language and use it to leave hidden are part of a spell, such as Call Lightning, that you've
messages. You and others who know this language already cast.
automatically spot such a message. Others spot the
message's presence with a successful DC 15 You retain the benefit of any features from your class,
Wisdom (Perception) check but can't decipher it race, or other source and can use them if the new
without magic. 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.
Elemental Fury War Caster
Starting at 6th level, you gain the ability to imbue your You have practiced casting spells in the midst of
attacks with elemental damage—charging your claws combat, learning techniques that grant you the
with electricity or unleashing flames from your fangs. following benefits:
When you use Wild Shape, choose one of the
following damage types: acid, cold, fire, or lightning. You have advantage on Constitution saving throws
While in your beast form, the first time you hit a that you make to maintain your concentration on a
creature with a melee attack on your turn, you can spell when you take damage.
expend one spell slot to deal extra damage of that
type to the target, in addition to the normal damage of You can perform the somatic components of spells
the attack. The extra damage is 1d6 per level of the even when you have weapons or a shield in one or
spell slot expended, to a maximum of 5d6. both hands.

When you use this ability on a creature, your attack When a hostile creature's movement provokes an
has an additional effect, determined by which damage opportunity attack from you, you can use your
type you selected when you used Wild Shape. If a reaction to cast a spell at the creature, rather than
creature is affected by this ability again in subsequent making an opportunity attack. The spell must have a
rounds, the effects do not stack, and the new duration casting time of 1 action and must target only that
replaces the old. creature.

Acid. The target must make a Constitution saving


throw against your druid spell save DC. On a failed
save, its AC is reduced for one minute by an amount
equal to half your Wisdom modifier (minimum of 1). At
the start of each of its turns for the next minute, the
target can make another Constitution saving throw.
On a successful save, the effect ends.

Cold. At the start of each of its turns for 1 minute, the


target must make a Constitution saving throw against
your druid spell save DC. On a failed save, their
movement speed is reduced to 0 and they have
disadvantage on Strength and Dexterity checks. On a
successful save, the effect ends.

Fire. At the start of each of its turns for 1 minute, the


target must make a Constitution saving throw against
your druid spell save DC. On a failed save, it takes
fire damage equal to your Wisdom modifier. On a
successful save, the fire goes out. If the target or a
creature within 5 feet of it uses an action to put out
the flames, or if some other effect douses the flames
(such as the target being submerged in water), the
effect ends.

Lightning. At the start of each of its turns for 1 minute,


the target must make a Constitution saving throw
against your druid spell save DC. On a failed save, it
loses its reaction until the start of its next turn and the
first attack that it makes on its turn is made at
disadvantage. On a successful save, the effect ends.
SPELLS
Mending Entangle Heat Metal
transmutation cantrip conjuration 1 transmutation 2
Casting Time: 1 minute Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet Range: 60 feet
Target: A single break or tear in an object you touch Target: Target: A manufactured metal object that you can
Components: V S M Components: V S see within range
Duration: Instantaneous Duration: Concentration Up to 1 minute Components: V S M
Description: Description: Duration: Concentration Up to 1 minute
This spell repairs a single break or tear in an object Grasping weeds and vines sprout from the ground in Description:
you touch, such as a broken chain link, two halves of a 20-foot square starting from a point within range. Choose a manufactured metal object, such as a metal
a broken key, a torn cloak, or a leaking wineskin. As For the duration, these plants turn the ground in the weapon or a suit of heavy or medium metal armor,
long as the break or tear is no larger than 1 foot in area into difficult terrain. that you can see within range. You cause the object
any dimension, you mend it, leaving no trace of the to glow red-hot. Any creature in physical contact with
former damage. A creature in the area when you cast the spell must the object takes 2d8 fire damage when you cast the
This spell can physically repair a magic item or succeed on a Strength saving throw or be restrained spell. Until the spell ends, you can use a bonus action
construct, but the spell can’t restore magic to such an by the entangling plants until the spell ends. A on each of your subsequent turns to cause this
object. creature restrained by the plants can use its action to damage again. If a creature is holding or wearing the
make a Strength check against your spell save DC. object and takes the damage from it, the creature
Thorn Whip On a success, it frees itself. must succeed on a Constitution saving throw or drop
transmutation cantrip the object if it can. If it doesn’t drop the object, it has
Casting Time: 1 action When the spell ends, the conjured plants wilt away. disadvantage on attack rolls and ability checks until
Range: 30 feet the start of your next turn.
Target: Cure Wounds At Higher Levels: Choose a manufactured metal
Components: V S M evocation 1 object, such as a metal weapon or a suit of heavy or
Duration: Instantaneous Casting Time: 1 action medium metal armor, that you can see within range.
Description: Range: 1 action You cause the object to glow red-hot. Any creature in
You create a long, vine-like whip covered in thorns Target: A creature you touch physical contact with the object takes 2d8 fire
that lashes out at your command toward a creature in Components: V S damage when you cast the spell. Until the spell ends,
range. Make a melee spell attack against the target. If Duration: Instantaneous you can use a bonus action on each of your
the attack hits, the creature takes 1d6 piercing Description: subsequent turns to cause this damage again. If a
damage, and if the creature is Large or smaller, you A creature you touch regains a number of hit points creature is holding or wearing the object and takes
pull the creature up to 10 feet closer to you. equal to 1d8 + your spellcasting ability modifier. This the damage from it, the creature must succeed on a
At Higher Levels: This spell’s damage increases by spell has no effect on undead or constructs. Constitution saving throw or drop the object if it can. If
1d6 when you reach 5th level (2d6), 11th level (3d6), At Higher Levels: When you cast this spell using a it doesn’t drop the object, it has disadvantage on
and 17th level (4d6). spell slot of 2nd level or higher, the Healing increases attack rolls and ability checks until the start of your
by 1d8 for each slot level above 1st. next turn.
Primal Savagery
transmutation cantrip Spike Growth Earthbind
Casting Time: 1 action transmutation 2 transmutation 2
Range: Self Casting Time: 1 action Casting Time: 1 action
Target: Range: 150 feet Range: 300 feet
Components: S Target: A 20-foot radius centered on a point within Target:
Duration: Instantaneous range Components: V
Description: Components: V S M Duration: Concentration Up to 1 minute
You channel primal magic to cause your teeth or Duration: Concentration Up to 10 minutes Description:
fingernails to sharpen, ready to deliver a corrosive Description: Choose one creature you can see within range.
attack. Make a melee spell attack against one The ground in a 20-foot radius centered on a point Yellow strips of magical energy loop around the
creature within 5 feet of you. On a hit, the target takes within range twists and sprouts hard spikes and creature. The target must succeed on a Strength
1d10 acid damage. After you make the attack, your thorns. The area becomes difficult terrain for the saving throw or its flying speed (if any) is reduced to 0
teeth or fingernails return to normal. duration. When a creature moves into or within the feet for the spell’s duration. An airborne creature
At Higher Levels: The spell’s damage increases by area, it takes 2d4 piercing damage for every 5 feet it affected by this spell descends at 60 feet per round
1d10 when you reach 5th level (2d10), 11th level travels. until it reaches the ground or the spell ends.
(3d10), and 17th level (4d10). The transformation of the ground is camouflaged to
look natural. Any creature that can’t see the area at
the time the spell is cast must make a Wisdom
(Perception) check against your spell save DC to
recognize the terrain as hazardous before entering it.
Hold Person Wind Wall Guardian of Nature
enchantment 2 evocation 3 transmutation 4
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 120 feet Range: Self
Target: A humanoid that you can see within range Target: The ground at a point you choose within Target:
Components: V S M range Components: V
Duration: Concentration Up to 1 minute Components: V S M Duration: Concentration Up to 1 minute
Description: Duration: Concentration Up to 1 minute Description:
Choose a humanoid that you can see within range. Description: A nature spirit answers your call and transforms you
The target must succeed on a Wisdom saving throw A wall of strong wind rises from the ground at a point into a powerful guardian. The transformation lasts
or be paralyzed for the duration. At the end of each of you choose within range. You can make the wall up to until the spell ends. You choose one of the following
its turns, the target can make another Wisdom saving 50 feet long, 15 feet high, and 1 foot thick. You can forms to assume: Primal Beast or Great Tree.
throw. On a success, the spell ends on the target. shape the wall in any way you choose so long as it
At Higher Levels: When you cast this spell using a makes one continuous path along the ground. The Primal Beast. Bestial fur covers your body, your facial
spell slot of 3rd level or higher, you can target on wall lasts for the duration. features become feral, and you gain the following
additional humanoid for each slot level above 2nd. When the wall appears, each creature within its area benefits:
The humanoids must be within 30 feet of each other must make a Strength saving throw. A creature takes
when you target them. 3d8 bludgeoning damage on a failed save, or half as Your walking speed increases by 10 feet.
much damage on a successful one.
Call Lightning The strong wind keeps fog, smoke, and other gases You gain darkvision with a range of 120 feet.
conjuration 3 at bay. Small or smaller flying creatures or objects
Casting Time: 1 action can’t pass through the wall. Loose, lightweight You make Strength-based attack rolls with advantage.
Range: 120 feet materials brought into the wall fly upward. Arrows,
Target: A point in the air where a storm cloud could bolts, and other ordinary projectiles launched at Your melee weapon attacks deal an extra 1d6 force
appear 100 feet directly above you targets behind the wall are deflected upward and damage on a hit.
Components: V S automatically miss. (Boulders hurled by giants or
Duration: Concentration Up to 10 minutes siege engines, and similar projectiles, are unaffected.) Great Tree. Your skin appears barky, leaves sprout
Description: Creatures in gaseous form can’t pass through it. from your hair, and you gain the following benefits:
A storm cloud appears in the shape of a cylinder that
is 10 feet tall with a 60-foot radius, centered on a Charm Monster You gain 10 temporary hit points.
point you can see 100 feet directly above you. The enchantment 4
spell fails if you can’t see a point in the air where the Casting Time: 1 action You make Constitution saving throws with advantage.
storm cloud could appear (for example, if you are in a Range: 30 feet
room that can’t accommodate the cloud). When you Target: You make Dexterity and Wisdom-based attack rolls
cast the spell, choose a point you can see within Components: V S with advantage.
range. A bolt of lightning flashes down from the cloud Duration: 1 hour
to that point. Each creature within 5 feet of that point Description: While you are on the ground, the ground within 15
must make a Dexterity saving throw. A creature takes You attempt to charm a creature you can see within feet of you is difficult terrain for your enemies.
3d10 lightning damage on a failed save, or half as range. It must make a Wisdom saving throw, and it
much damage on a successful one. On each of your does so with advantage if you or your companions
turns until the spell ends, you can use your action to are fighting it. If it fails the saving throw, it is charmed
call down lightning in this way again, targeting the by you until the spell ends or until you or your
same point or a different one. If you are outdoors in companions do anything harmful to it. The charmed
stormy conditions when you cast this spell, the spell creature is friendly to you. When the spell ends, the
gives you control over the existing storm instead of creature knows it was charmed by you.
creating a new one. Under such conditions, the spell’s At Higher Levels: When you cast this spell using a
damage increases by 1d10. spell slot of 5th level or higher, you can target one
At Higher Levels: When you cast this spell using a additional creature for each slot level above 4th. The
spell slot of 4th level or higher level, the damage creatures must be within 30 feet of each other when
increases by 1d10 for each slot level above 3rd. you target them.

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