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DnD Class Build Druid Circle of Dreams

Dungeons and Dragons – Mystara

Class Build – Druid: Circle of Dream

For one of my new gamers I have built a Elven Druid from the Circle of Dreams. Here is the process which I built the character.

Where to Start – Race

The new player was interested in elves, so I discussed what the Elven options in my version of the setting of Mystara. For a full list of races see DnD Races Page.

  • Conversion – Elven Subraces to Mystara
    • High Elves (Called Sunfey) Think they are superior to all others, including other elves, taught they are the first elves, deep connection with history and lore.
    • Wood Elves (Called Woodfey) Works well with other races, deep connection with the land.
    • Eladrin Elves (Called Seasonfey) Mischievous by nature, deep connection with the Fey and magic.
    • Dark Elves or Drow (Called Bloodfey, Shadowfey and Spiritfey) The elves used as the antagonist is all Elven horror stories, deep connection with darkness, shadow and starlight. They are called Shadow Elves in the setting.
    • Sea Elves (called Seafey) As yet unknown by the players
    • Sky Elves (called Skyfey) Also unknown by the players

For this character concept, we chose wood elf to get it to work well with the party.

Next was to choose the class that would suit what the player was interested in. They wished to play a character connected to the wood who can use a bow. In this case after discussing the basics between a Ranger and a Druid we selected druid.

  • Attribute – Elven Traits
    • Ability Score Increase: Dexterity +2
    • Alignment: Elves are Chaotic in general
    • Size: Elves are between 6 and 7 feet tall. Your size is Medium
    • Speed: Your walking speed is 30 ft
    • Darkvision: you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: Advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trances: You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
    • Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Character Options – Available to all Elven Subraces
  • Attributes – Elven – Woodfey Traits
    • Ability Score Increase: Wisdom +1.
    • Fleet of Foot: You base walking speed is increased to 35 ft.
    • Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
    • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow or four proficiencies of your choice with GM permission.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Dragonologist, Earthologist, Elvenologist.
    • Wood Elf: Count as a Wood Elf.
    • Evolution (1st Evolution): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Class – Druid – Circle of Dreams?

Base character options for the Elven Woodfey as a starting point.

I see mainly circle of the Moon druids in my games, if given as a choice to players, that is all I see. Only by encouraging other choices do I actually get variety. As the desire was not about changing into various animals, I decided to go with what the party could use, an extra Healer to help support the team. The circle of dreams does provide some excellent healing as a class feature.

All but one of the other ten druids that have entered play have been circle of the moon, and the only reason the other one was not was I said no more circle of the moon druids.

  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.
  • Attributes – Druid – 1st Level (at Level 01)
    • Hit Points 8
    • Proficiencies
      • Armour (Light and Medium Armour and shield)
      • Weapons (Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, 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.
    • Starting Equipment
      • a wooden shield or a simple weapon
      • a scimitar or any simple melee weapon
      • a leather armour, an explorer’s pack and a druidic focus
      • Druidcraft Spell book and Ritual book
    • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
    • Ritual Nature Magic: If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritual book.
    • Spellcasting (ph66) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spellbook – The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Ritual book – The spellcaster has the following rituals in their ritual book. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist

Selecting Attributes

To keep the character simple I have made it a Dexterity based character, with high Dexterity for combat, and Wisdom for spells. Intelligence and Charisma have also been increased to try and make it more balanced, with the only penalty being in Strength.

  • Points to spend = 27
  • Strength gains 9 costing 1
  • Dexterity gains 14 costing 7
  • Constitution gains 12 costing 4
  • Intelligence gains 12 costing 4
  • Wisdom gains gains 14 costing 7
  • Charisma gains gainst 12 costing 4

STR 9 (-1) DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 12 (+1)

After using the point buy, race provides the following: +2 Dex, +1 Wis, +2 Con

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 15 (+2) CHA 12 (+1)

Backgrounds

Appropriate background for Alfheim are below (see DnD Backgrounds page)

The background that leapt out to me was Sage, so I made this character a researcher into Elven and Draconic relations. As I have put in a shared history of support into the storyline. There is more to it than just that, but it is for the players to explore and discover.

  • Attributes – Background – Sage
    • Found: Alfheim, Ierendi
    • Skill Proficiencies: Arcana, History
    • Languages: Two additional Languages
    • Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
    • Feature – Researcher – When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
    • Specialty – To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.
      1. Alchemist
      2. Astronomer
      3. Discredited academic
      4. Librarian
      5. Professor
      6. Researcher
      7. Wizard’s Apprentice
      8. Scribe

Languages

As this is set in Mystara, which has two Common languages (Alphatian and Thyatian).

  • Racial Languages: You speak, read and write Common (Thyatian and Alphatian) and Elvish (Clan dialect)
  • Class Languages – Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Background Languages: Two additional Languages which are Dwarven and Orc
  • Homeland Starting Languages: Common (Thyatian), Elven (Alfheim) and Traladaran
  • Secret Craft Languages – Draconic (starting), Terran (3rd level)
  • Bonus Languages: With a attribute bonus, Elves gain a bonus langauge which I have chosen Jontun (Giant).

Choice of Background and Druid Quirks

I chose the quirks to give a new player a reason to be abrupt and not feel out of place with an established group of players.

  • Background: Sage (ph138) Professor of Elven and Dragon Relations. Personality: I am horribly, horribly awkward in social situations. Ideal: Knowledge – the path to power and self-improvement is through knowledge. Bond: I’ve been searching my whole life for the answer to a certain question. Flaw: I speak without really thinking through my words, invariably insulting others.
  • Treasured Item: A leaf from the Tree of Life from your clan tree. An honour few a granted.
  • Guiding Aspect: Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude
  • Mentor: You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.

Spell Selection

In my setting, Druids learn spells like wizards, but all spellcasters also receive a ritual book with two rituals they know. To simplify I have also made the rituals spells the character can memorise. Though in this case they can make a Nature check vs DC 12 to successfully cast the ritual, or prepare it next time they take a long rest to avoid making the check.

The biggest choice for a druid are their spells and wild shape forms. In this case they get to learn spells from the following sections.

  • Druidic Class Available Spell List
    • Cantrips – Druidcraft, Guidance, Mending, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn Whip
    • Level 1 Spells – Animal Friendship – H, Charm Person – H, Create or Destroy Water – H, Cure Wounds – H, Detect Magic – R, Detect Poison and Disease – R, Entangle, Faerie Fire, Fog Cloud – H, Goodberry, Healing Word – H, Jump, Longstrider – H, Purify Food and Drink – R, Speak with Animals – R, Thunderwave – H.
    • Level 2 Spells – Animal Messenger – HR, Barkskin, Beast Sense, Darkvision, Enhance Ability – H, Find Traps, Flame Blade – H, Flaming Sphere – H, Gust of Wind, Heat Metal – H, Hold Person – H, Lesser Restoration, Locate Animal or Plants – R, Locate Object, Moonbean – H, Pass without Trace, Protection from Poison, Spike Growth
    • Level 3 Spells – Call Lightning – H, Conjure Animals – H, Daylight, Dispel Magic – H, Feign Death – R, Meld into Stone – R, Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing – R, Water Walk – R, Wind Wall.
    • Level 4 Spells – Blight – H, Confusion – H, Conjure Minor Elementals – H, Conjure Woodland Beings – H, Control Water, Dominate Beast – H, Freedom of Movement, Giant Insect, Grasping Vine, Hallucinatory Terrain, Ice Storm – H, Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire – H

H – Heighten Effects, R – Ritual Available

Spell List – Secret CraftDragonologist

  • Cantrip – Dragon Roar (mhh164), Puff of Smoke (mhh187), Thunder Bolt (mhh197)
  • 1st Level – Converse with Dragon (mhh159), Draconic Smite (mhh163), Dragon’s Gauntlet (bls48), Kobold’s Fury (mhh177), Land Bond (mhh178), Waft (mhh201)
  • 2nd Level – Detect Dragons (mhh163), Dragon Scales (bls47), Dragon’s Breath (xge154), Enhance Greed (mhh165), Lair Sense – R (mhh178), Ley Disruption (mhh179), Power Word Kneel (mhh186), Shade (mhh190), Treasure Chasm (mhh199), Wyven Guard (bls130)
  • 3rd Level – Breath of the Dragon (bls26), Catch the Breath (mhh156), Jewelled Fissure (mhh177), Ley Energy Bolt (mhh179), Ley Sense (mhh179), Phantom Dragon (mhh185)
  • 4th Level – Power Word Lesser Pain (mhh186), Raid the Lair (mhh187), Ray of Life Suppression (mhh188), Scale Rot (mhh189), Torrent of Fire (mhh199)
  • 5th Level – Amplify Ley Field (mhh149), Claws of the Earth Dragon (mhh158), Dragon Breath Greater (mhh164), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Thunderstorm (mhh198)
  • 6th Level – Icy Manipulation (mmh175), Ley Whip (mhh180)
  • 7th Level – Aspect of the Dragon (mhh150), Greater Ley Pulse (mhh171), Legend Killer (mhh178), Power Word Pain (xge163), Volley Shield (mhh201)
  • 8th Level – Deadly Sting (mhh162), Disruptive Aura (mhh163), Glacial Cascade (mhh170), Illusory Dragon (xge157), Power Word Restore (mhh186), Strength of the Wyrm (bls114)
  • 9th Level – Ley Storm (mhh180), Ley Surge (mhh180)

* details to come. R – Ritual Spells.

Spell Selection for starting character:

  • Cantrip (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
  • 1st Level (6) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278)

Spell ListSecret CraftEarthologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

  • Spell List – Secret CraftElvenologist
    • Cantrip Booming Blade (scag142), Green-Flame Blade (scag143), Lightning Lure (scag143), Sword Burst (scag143)
    • 1st Level – Extract Foyson – R (mhh166), Guest of Honour – R (mhh172), Land Bond (mhh178), Tree Ladder (bls119)
    • 2nd Level – Black Swan Storm (mhh152), Clearing the Field – R (mhh158), Heartache (mhh172), Ley Disruption (mhh179), Shadows Brought to Light – R (mhh192), Vine Trestle – R (mhh201)
    • 3rd Level – Ley Energy Bolt (mhh179), Ley Sense (mhh179), Song of the Forest – R (mhh193)
    • 4th Level – Ray of Life Suppression (mhh188), Shadow Retribution – R (mhh192)
    • 5th Level – Amplify Ley Field (mhh149), Energy Absorption (mhh165), Lesser Ley Pulse (mhh178), Ley Leech (mhh179), Spell Legs (bls112), Tongue Tied (mhh199)
    • 6th Level – Encroaching Shadows – R (mhh165), Ley Whip (mhh180)
    • 7th Level – Celebration – R (mhh156), Greater Ley Pulse (mhh171), Volley Shield (mhh201)
    • 8th Level – Bloom – R (mhh154), Desolation – R (mhh162), Disruptive Aura (mhh163), Harsh Light of Summer’s Glare (mhh172), Ley Surge (mhh180)
    • 9th Level – Afflict Line – R (mhh148), Cosmic Alignment – R (mhh160), Ley Storm (mhh180)

* details to come. R – Ritual Spells.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Insead of trying to maximise specific weapons I have chosen to have more weapons known as elves as known for their bredth of knowledge more than their specialisations.

  • Elf Weapon Training: Proficiency with Longsword, Shortsword, Shortbow and Longbow
  • Druid Proficiencies: Armour (Light and Medium Armour and shield), Weapons (Clubs, Daggers, Darts, Javelins, Maces, Quarterstaff, Scimitars, Sickles, Slings, Spears)

As a druid, the character gets a weapon mastery upgrade at 3rd level, so I have given it an upgrade with the Longbow as part of the archer concept we started with.

Secret Crafts

As for the secret crafts, the character is still to low a level to have progressed beyond Initiate in any of the crafts, but two left out as good starting points being Dragons and Elven Magic relating to the sage aspect of the character. Every 4 character levels is the expect progression in the secret crafts. Those will be a post for another day.

  • Racial Secret Crafts: (Starting) Your choice of starting secret crafts include: DragonologistEarthologistElvenologist.
  • Druidic Secret Crafts: (Starting) Your choice of starting secret crafts include: Naturologist, Preservologist or Shapeologist

Secret Craft – Dragonologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle achieved +2 (elemental aspect, elves or dragons)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (elemental aspect, elves or dragons).
  • Associated Dragon – Choose Sphere/Element – First selection is always Chromatic.
  • Starting Language – Draconic (High, Scaletype)

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.

They chose Matter (elemental Earth) as their associated element with Chromatic Green as their dragon type. At a later stage they can take initiate again to gain Brass dragon as their associated, and a third time to gain Emerald.

Name and Sex

The name of the character will be left to the player (or me on the night) with the sex of it also being up to the player. This character does not need them to be determined to be playable, but it adds to the characterisation and visualisation of the players.

Character Advancement

Advancing to 2nd Level Druid
  • Attributes – Druid – 2nd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt – Add two new spells to druid lore book. Has access to Druid 1st level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Class feature
  • Attributes – Druid Circle of Dreams – 2nd Level
    • Balm of the Summer Court – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action you can choose one creature you can see within 120 ft of you and spend a number of those dice equal to half your druid level of less. Roll the spent dice and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You regain all dice after a long rest.
  • Attribute – Secret Craft – Elvenologist – Initiate
    • Craft Bonus = Proficiency + Int + circle +2 (elves)
    • Bonus Language – Elven (High)
    • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (elves).
  • Druid Spell Progression – Spells Learnt
    • Level 1 – Entangle (ph239), Thunderwave – H (ph283)
  • Druid Wild Shape – Choices
    • I kept Wild Shape simple as well, with the forms of a Cat, Elk, Horse, Rat and Wolf.
Advancing to 3rd Level Druid
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.
  • Attributes – Druid – 3rd Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form

Secret CraftEarthologist – Initiate

  • Craft Bonus = Proficiency + Con + circle +2 (earth)
  • Bonus Language – Terran
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth).
  • Starting Language: Primordial (Terran)

Earthologist Additional Crit Effects

  • Earthologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Celestial until you finish a long rest and have disadvantage on rolls using the language.
  • Earthologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Celestial language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
  • Druid Spell Progression – Spells Learnt
    • Level 2 (2) – Barkskin (ph218), Flame Blade – H (ph243)
  • Druid Wild Shape – Choices
    • Extra form to add.
  • Weapon Mastery – Choices
    • Scimitar to Skilled
Advancing to 4th Level Druid
  • Attributes – Druid – 4th Level
    • Hit Points 5 + con (d8)
    • Ability Score Improvement – (Choose attribute and feat)
      • Increase one attribute score by +2 or two by +1.
      • Feat – Choose one feat as appropriate to your character.
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 2nd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 2 hrs and can do creatures with a swimming speed. One new form.

Secret Craft – Dragonologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle achieved +2 (elemental aspect, elves or dragons)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (elemental aspect, elves or dragons).
  • Associated Dragon – Choose Sphere/Element – First selection is always Chromatic.
  • Starting Language – Draconic (High, Scaletype)

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
  • Dragonologist – Initiate
    • Associated Dragon – Brass (Matter) provides the energy types of Acid or Poison.
    • Language – Draconic (Metallic)
  • Druid Attribute Increase
    • Wisdom +1, Charisma +1
  • Druid Feat Choices
    • Elven Accuracy Charisma +1, Adv on attack with Dex, Int, Wis of Cha
  • Druid Spell Progression – Spells Learnt
    • Level 2 (2) – Animal Messenger – HR, Locate Animal or Plants – R
  • Druid Wild Shape – Choices
    • Extra form to add.
Advancing to 5th Level Druid
  • Attributes – Druid – 5th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form

Secret Craft – Dragonologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle achieved +2 (elemental aspect, elves or dragons)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (elemental aspect, elves or dragons).
  • Associated Dragon – Choose Sphere/Element – First selection is always Chromatic.
  • Starting Language – Draconic (High, Scaletype)

Dragonologist Additional Crit Effects

  • Dragonologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your dragon’s element which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Draconic until you finish a long rest and have disadvantage on rolls using the language.
  • Dragonologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your dragon’s element but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Draconic language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
  • Dragonologist – Initiate
    • Associated Dragon – Emerald (Matter) provides the energy types of Acid and Poison.
    • Language – Draconic (Gemstone)
  • Druid Spell Progression – Spells Learnt
    • Level 3 (2) – Daylight (ph230), Dispel Magic – H (ph234)
  • Druid Wild Shape – Choices
    • Extra form to add.
Advancing to 6th Level Druid
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.
  • Attributes – Druid – 6th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 3rd level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – Lasts for 3 hrs and can do creatures with a swimming speed. One new form
  • Attributes – Druid Circle of Dreams – 6th Level
    • Hearth of Moonlight and Shadow – At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible 30 ft radius sphere of magic appears, centred on that point. Total cover blocks the sphere. While within the sphere, you and your allies gain +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.

Secret Craft – Dragonologist – 1st Circle

Dragonologist Manifestation (Replaces other active secret craft manifestation when activated)

Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can spend an action to change the manifestation aspect. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light. A Metallic type can have two active, while a Gemstone type can have all three active.

  • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type. If you already have resistance that increases to immunity, and if your bite does piercing and your claws do slashing this increases the damage by a dice.
  • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
  • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.

Dragonologist Apprentice Enhancements and Powers (Requires Dragonologist Apprentice and Draconic aspect to be active)

  • Draconic Form Fist of the Dragon (Enhancement SB 1 DC 16) As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. If your fists already do energy damage of the type, increase it by one dice.
  • Draconic Form Glide of the Dragon (Power SB 1 DC 16) As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability while concentrating for up to 1 minute, after this time or losing concentration if you do not end your move on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement. If you already have a fly speed, add your ground movement to your fly speed for up to ten minute while you concentrate.
  • Draconic Mind Detect a Dragon (Power SB 1 DC 16) During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement. If you are of a dragon type, this ability excludes you, and those you specify.
  • Draconic Mind Parlay with Dragons (Power SB 1 DC 16) Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals. If your of a Dragon type, then the other dragon has disadvantage vs this ability.
  • Draconic Power Empower Spell (Power SB 1 DC 16) As a reaction you can enhance a spell being cast as if it used one spell slot higher, or two if it uses your energy type.
  • Draconic Power Dragon Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if any is listed.

Dragonologist Apprentice Downtime Activities: require 1 or more points to activate and maintain and do not require you to have the manifestation active to use.

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the dragon. If you have a class feature, you don’t have to pay for the hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the dragon, if you have a mount as a class feature, then you don’t have to pay the cost of hit dice of the creature.
  • Dragonologist – 1st Circle
    • Associated Dragon – Green (Matter) provides the energy types of Acid
  • Druid Spell Progression – Spells Learnt
    • Level 3 (2) – Call Lightning – H (ph220), Water Breathing – R (ph287)
  • Druid Wild Shape – Choices
    • Extra form to add.
  • Weapon Mastery – Choices
    • Scimitar to Expert
Advancing to 7th Level Druid
  • Attributes – Druid – 7th Level
    • Hit Points 5 + con (d8)
    • Spells Learnt (2) – Add two new spells to druid lore book. Has access to Druid 4th level spells and below. Spell list includes that of known secret crafts.
    • Wild Shape – One new form
  • Attributes – Secret Crafts – Elvenologist – 1st Circle
    • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party.
      • Converse with Nature (Enhancement SB 1 DC 16): As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
      • Mount Synergy (Enhancement SB 1 DC 16): As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
      • Shape Spell (Power SB 1 DC 16): As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
      • Elven Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Treesong (Power SB 1 DC 16): As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.
  • Downtime Activities: require 1 or more points to activate and maintain. You do not require you to have the manifestation active to use.
    • Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
    • Beast or Fey Familiar or Companion (SB 1+): You can choose to summon a beast or fey companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the familiar or companion.
    • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells.
    • Special Mount (SB 1+): Spending a week in communion you gain a beast or fey mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature. This loss is permanent while you have the mount.
  • Attributes – Druid (7th)
    • Hit Points 5 + con (d8)
    • Spells Learnt Level 4 (2) – Dominate Beast – H (ph234), Locate Creature (ph256)
Advancing to 8th Level Druid
  • Attributes – Secret Craft – Earthologist – 1st Circle
    • Earthologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius. All acid attacks treat a damage dice rolled of 2 or less as a 2. Lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
      • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate. Your natural attacks deal an extra 1d6 Acid damage.
      • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Acid damage.
      • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate. You gain resistance to Acid Damage.
      • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
      • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over quicksand, sand, fragile or loose stone without slipping or treating as difficult terrain until the end of your next turn.

Examples

This uses my annotated stat block to show how I lay out NPCs for reference, and showing how its works for me.

Woodfey Druid – Circle of Dreams Level 7

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 7 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 54 (7d8+14)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 14 (+2)

  • Saving Throws: Intelligence +4, Wisdom +6
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Shortsword, Shortbow, Sickles, Slings, Spears). Expert – Weapons (Scimitar)
  • Tools: Herbalism Kit
  • Skills: Arcana +4, History +4, Nature +6, Perception +6, Survival +6
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Ethengaruan, Jontun, Orc, Terran

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Elven Accuracy (Feat): Advantage on Dex, Int, Wis and Cha attacks.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Hearth of Moonlight and Shadow – At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible 30 ft radius sphere of magic appears, centreed on that point. Total cover blocks the sphere. While withing the sphere, you and your alliers gain +5 bonsu t Desterity (Steath) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (3) 1st (4) 2nd (3) 3rd (3) 4th (1)
    • Spells Prepared (10)
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Druid 40/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
    • Level 2 Spells (4) – Animal Messenger – HR (212), Barkskin (ph218), Flame Blade – H (ph243), Locate Animal or Plants – R (ph256)
    • Level 3 Spells (2) – Call Lightning – H (ph220), Daylight (ph230), Dispel Magic – H (ph234), Water Breating – R (ph287)
    • Level 4 Spells (2) – Dominate Beast – H (ph234), Locate Creature (ph256)
  • Ritualbook (Druid 32/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
    • Level 2 Spells (2) – Animal Messenger – HR (ph212), Locate Animal or Plants – R (ph256)
    • Level 3 Spells (1) – Water Breating – R (ph287)
  • Secret Craft – Dracologist (1st Circle)
    • Craft DC 16 = 8+prof+cha+circle+2 (elven)
    • Craft Check +8 = prof+cha+circle+2 (elven)
  • Secret Craft – Earthologist (1st Circle)
    • Craft DC 16 = 8+prof+con+circle+2 (earth)
    • Craft Check +8 = prof+con+circle+2 (earth)
  • Secret Craft – Elvenologist (1st Circle)
    • Craft DC 14 = 8+prof+int+circle+2 (elven)
    • Craft Check +6 = prof+int+circle+2 (elven)
  • Secret Craft – Mentalist (Initiate)
    • Craft DC 12 = 8+prof+int+circle
    • Craft Check +4 = prof+int+circle
    • Laboratory – Mentalists must create a laboratory to use their abilities in at the cost of 5,000 gp per circle they have obtained
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Activate Secret Craft – Dragonologist
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 3 hours. You can learn shapes with a swimming speed but not a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +6 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (expert) +6 to hit one target (Finesse, Light)
    • Hit: 2d6+3 slashing damge
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Secret Crafts Base Options (you can only have one manifestation running)

  • Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can activate this a second time to change the manifestation. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light.
    • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type.
    • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
    • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.
  • Earthologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius. All acid attacks treat a damage dice rolled of 2 or less as a 2. Lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party

Secret Crafts Base Manfestation Enhancements and Powers (Require Manfestation to be active to use)

  • Converse with Nature (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Detect a Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement.
  • Earth Elemental Fists (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. Your natural attacks deal an extra 1d6 Acid damage
  • Earth Elemental Rebuke (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Acid damage.
  • Earth Elemental Resistance (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. You gain resistance to Acid Damage.
  • Earth Elemental Specialisation (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Earth Elemental Walk (Power SB 1 DC 16): Requires Earthologist Apprentice to be active – As a Bonus action you can walk over quicksand, sand, fragile or loose stone without slipping or treating as difficult terrain until the end of your next turn.
  • Elven Specialisation (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Fist of the Dragon (Enhancement SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. You do an additional dice of damage per higher circle activated. You can increase the number of dice via higher circle rank enhancement.
  • Glide of the Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability, if you do not end your move after 1 round on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement.
  • Mount Synergy (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Parlay with Dragons (Power SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals.
  • Shape Spell (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Treesong (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Secret Crafts Base Downtime Activities

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
  • Beast or Fey Familiar or Companion (SB 1+): You can choose to summon a beast or fey companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Elven Special Mount (SB 1+): Spending a week in communion you gain a beast or fey mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 104 Height: 6′ Proficiency Bonus: +3
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything
Woodfey Druid – Circle of Dreams Level 6

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 6 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 46 (6d8+12)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 14 (+2)

  • Saving Throws: Intelligence +4, Wisdom +6
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Shortsword, Shortbow, Sickles, Slings, Spears). Expert – Weapons (Scimitar)
  • Tools: Herbalism Kit
  • Skills: Arcana +4, History +4, Nature +6, Perception +6, Survival +6
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc, Terran

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Elven Accuracy (Feat): Advantage on Dex, Int, Wis and Cha attacks.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Hearth of Moonlight and Shadow – At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible 30 ft radius sphere of magic appears, centreed on that point. Total cover blocks the sphere. While withing the sphere, you and your alliers gain +5 bonsu t Desterity (Steath) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (3) 1st (4) 2nd (3) 3rd (3)
    • Spells Prepared (9)
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Druid 32/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
    • Level 2 Spells (4) – Animal Messenger – HR (212), Barkskin (ph218), Flame Blade – H (ph243), Locate Animal or Plants – R (ph256)
    • Level 3 Spells (4) – Call Lightning – H (ph220), Daylight (ph230), Dispel Magic – H (ph234), Water Breating – R (ph287)
  • Ritualbook (Druid 32/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
    • Level 2 Spells (2) – Animal Messenger – HR (ph212), Locate Animal or Plants – R (ph256)
    • Level 3 Spells (1) – Water Breating – R (ph287)
  • Secret Craft – Dracologist
    • Craft DC 16 = 8+prof+cha+circle+2 (elven)
    • Craft Check +8 = prof+cha+circle+2 (elven)
  • Secret Craft – Earthologist
    • Craft DC 16 = 8+prof+con+circle+2 (earth)
    • Craft Check +8 = prof+con+circle+2 (earth)
  • Secret Craft – Elvenologist
    • Craft DC 14 = 8+prof+int+circle+2 (elven)
    • Craft Check +6 = prof+int+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Activate Secret Craft – Dragonologist
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 3 hours. You can learn shapes with a swimming speed but not a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +6 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (expert) +6 to hit one target (Finesse, Light)
    • Hit: 2d6+3 slashing damge
    • (B) AC Defence (+1/3) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Secret Crafts Base Options (you can only have one manifestation running)

  • Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can activate this a second time to change the manifestation. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light.
    • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type.
    • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
    • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.
  • Earthologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate green light 5 ft radius. All acid attacks treat a damage dice rolled of 2 or less as a 2. Lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party

Secret Crafts Base Manfestation Enhancements and Powers (Require Manfestation to be active to use)

  • Converse with Nature (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Detect a Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement.
  • Earth Elemental Fists (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. Your natural attacks deal an extra 1d6 Acid damage
  • Earth Elemental Rebuke (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Acid damage.
  • Earth Elemental Resistance (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – As an action you can activate. You gain resistance to Acid Damage.
  • Earth Elemental Specialisation (Enhancement SB 1 DC 16) Requires Earthologist Apprentice to be active – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Earth Elemental Walk (Power SB 1 DC 16): Requires Earthologist Apprentice to be active – As a Bonus action you can walk over quicksand, sand, fragile or loose stone without slipping or treating as difficult terrain until the end of your next turn.
  • Elven Specialisation (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Fist of the Dragon (Enhancement SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. You do an additional dice of damage per higher circle activated. You can increase the number of dice via higher circle rank enhancement.
  • Glide of the Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability, if you do not end your move after 1 round on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement.
  • Mount Synergy (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Parlay with Dragons (Power SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals.
  • Shape Spell (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Treesong (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Secret Crafts Base Downtime Activities

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
  • Beast or Fey Familiar or Companion (SB 1+): You can choose to summon a beast or fey companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Elven Special Mount (SB 1+): Spending a week in communion you gain a beast or fey mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 104 Height: 6′ Proficiency Bonus: +3
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything
Woodfey Druid – Circle of Dreams Level 5

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 5 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 38 (5d8+10)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 14 (+2)

  • Saving Throws: Intelligence +4, Wisdom +6
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Shortsword, Shortbow, Sickles, Slings, Spears). Skilled – Weapons (Scimitar)
  • Tools: Herbalism Kit
  • Skills: Arcana +4, History +4, Nature +6, Perception +6, Survival +6
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc, Terran

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Elven Accuracy (Feat): Advantage on Dex, Int, Wis and Cha attacks.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (4) 2nd (3) 3rd (2)
    • Spells Prepared (8)
    • Spell Save DC = 14
    • Spell Attack = +6
  • Spellbook (Druid 26/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
    • Level 2 Spells (4) – Animal Messenger – HR (212), Barkskin (ph218), Flame Blade – H (ph243), Locate Animal or Plants – R (ph256)
    • Level 3 Spells (2) – Daylight (ph230), Dispel Magic – H (ph234),
  • Ritualbook (Druid 20/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
    • Level 2 Spells (2) – Animal Messenger – HR (ph212), Locate Animal or Plants – R (ph256)
  • Secret Craft – Dracologist
    • Craft DC 16 = 8+prof+cha+circle+2 (elven)
    • Craft Check +8 = prof+cha+circle+2 (elven)
  • Secret Craft – Earthologist
    • Craft DC 15 = 8+prof+con+circle+2 (earth)
    • Craft Check +7 = prof+con+circle+2 (earth)
  • Secret Craft – Elvenologist
    • Craft DC 14 = 8+prof+int+circle+2 (elven)
    • Craft Check +6 = prof+int+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Activate Secret Craft – Dragonologist
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 2 hours. You can learn shapes with a swimming speed but not a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +6 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (skilled) +6 to hit one target (Finesse, Light)
    • Hit: 3d4+3 slashing damge
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Secret Crafts Base Options (you can only have one manifestation running)

  • Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can activate this a second time to change the manifestation. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light.
    • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type.
    • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
    • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.
  • Elvenologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an calming green light 5 ft radius. Beasts and plants within the light radius treat you as non-threatening unless attacked by you or your party

Secret Crafts Base Manfestation Enhancements and Powers (Require Manfestation to be active to use)

  • Converse with Nature (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can affect one beast or plant in your manifestation and can communicate with it while touching it. You can return at a later stage while the enhancement is still active and communicate without a further check. If you wish to communicate with another plant or animal, you need to activate the enhancement again, replacing the original plant or animal as the target, requiring a further craft check and cost.
  • Detect a Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement.
  • Elven Specialisation (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Fist of the Dragon (Enhancement SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. You do an additional dice of damage per higher circle activated. You can increase the number of dice via higher circle rank enhancement.
  • Glide of the Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability, if you do not end your move after 1 round on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement.
  • Mount Synergy (Enhancement SB 1 DC 16): Requires Elvenologist Apprentice to be active – Requires Elvenologist Apprentice to be active – As an action you can connect with your mount. You can guide and control your special mount with your mind. In addition, you can make your special mount appear as a horse (or equivalent mount) which keeps the image until it uses an ability beyond such a beast. i.e. flight or magic. To see the creatures true form, the target DC is your craft DC.
  • Parlay with Dragons (Power SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals.
  • Shape Spell (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As an Interrupt Action, you can shape a spell to avoid targets in the area or curve a line of effect spell by affecting how the spell effects a 5 ft square. For every 2 points you exceed your craft check by you can affect another 5 ft square.
  • Treesong (Power SB 1 DC 16): Requires Elvenologist Apprentice to be active – As a bonus action, you can sing an ancient elven song that gives your allies within 60 ft +1 on attack rolls and your enemies -1 on attack rolls (Wisdom saving throw to avoid). The effect lasts while you continue to sing as a concentration effect, and can be further enhanced by a bardic performance, stacking with this effect and extending past the normal duration.

Secret Crafts Base Downtime Activities

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Apprentice Treekeeper (SB 1): You can activate the apprentice power of your Clan’s Tree of Life or another Clan’s Tree with a DC 16 craft check after also paying the activation cost.
  • Beast or Fey Familiar or Companion (SB 1+): You can choose to summon a beast or fey companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Elven Special Mount (SB 1+): Spending a week in communion you gain a beast or fey mount of your choosing that is available from your clan. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 104 Height: 6′ Proficiency Bonus: +3
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything
Woodfey Druid – Circle of Dreams Level 4

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 4 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 31 (4d8+8)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 14 (+2)

  • Saving Throws: Intelligence +3, Wisdom +5
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Shortsword, Shortbow, Sickles, Slings, Spears). Skilled – Weapons (Scimitar)
  • Tools: Herbalism Kit
  • Skills: Arcana +3, History +3, Nature +5, Perception +5, Survival +5
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc, Terran

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Elven Accuracy (Feat): Advantage on Dex, Int, Wis and Cha attacks.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (4) 2nd (3)
    • Spells Prepared (7)
    • Spell Save DC = 13
    • Spell Attack = +5
  • Spellbook (Druid 20/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
    • Level 2 Spells (4) – Animal Messenger – HR (212), Barkskin (ph218), Flame Blade – H (ph243), Locate Animal or Plants – R (ph256)
  • Ritualbook (Druid 20/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
    • Level 2 Spells (2) – Animal Messenger – HR (ph212), Locate Animal or Plants – R (ph256)
  • Secret Craft – Dracologist
    • Craft DC 15 = 8+prof+cha+circle+2 (elven)
    • Craft Check +7 = prof+cha+circle+2 (elven)
  • Secret Craft – Earthologist
    • Craft DC 14 = 8+prof+con+circle+2 (earth)
    • Craft Check +6 = prof+con+circle+2 (earth)
  • Secret Craft – Elvenologist
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Activate Secret Craft – Dragonologist
  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 2 hours. You can learn shapes with a swimming speed but not a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +5 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (skilled) +5 to hit one target (Finesse, Light)
    • Hit: 3d4+3 slashing damge
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Secret Crafts Base Options

  • Dragonologist Apprentice (Manifestation SB 1 DC 16) When you activate this power, you choose one of the three manifestation aspects (“Form of the Dragon“, “Mind of the Dragon” or “Power of the Dragon“. You can activate this a second time to change the manifestation. These lasts until you take a long rest and you can spend. While active you radiate the colour of your dragon as bright light for 10 ft, unless black in which case it becomes dim light.
    • Form of the Dragon (Manifestation Aspect) Your teeth and nails become sharp and do piercing or slashing damage with an unarmed attack, and you gain resistance to your dragon energy type.
    • Mind of the Dragon (Manifestation Aspect) Your pupils change to slits and your type becomes Dragon in regard to spell effects. You are immune to a dragon’s fear effect.
    • Power of the Dragon (Manifestation Aspect) When this is active you generate a 5 ft glow based on the energy type. You dragon type energy attacks treat a damage dice rolled less than 2 as a 2.

Secret Crafts Base Manfestation Enhancements and Powers (Require Manfestation to be active to use)

  • Detect a Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – During a short rest, you can sense the presence of dragon within 1 mile. For dragon detected, you can choose to try and learn its direction, age category and type with a DC equal to its HD (plus modifiers). You can Increase the range via higher circle rank enhancement.
  • Fist of the Dragon (Enhancement SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – As an action, your fists materialise scales of your dragon type and you strike harder, dealing double damage on all objects and on a critical hit triple instead of double the result. Half of your damage is of your energy type. You do an additional dice of damage per higher circle activated. You can increase the number of dice via higher circle rank enhancement.
  • Glide of the Dragon (Power SB 1 DC 16) Requires Dragonologist Apprentice – Form of the Dragon to be active – As a free action you can materialise wings your dragon type and move your speed in any direction with perfect manoeuvrability, if you do not end your move after 1 round on a solid surface, you then start to fall as your wings disappear at the end of your turn. You can Increase the duration via higher circle rank enhancement.
  • Parlay with Dragons (Power SB 1 DC 16) Requires Dragonologist Apprentice – Mind of the Dragon to be active – Upon activation during a conversation, a dragon listens to your words, the DC is affected by the type modifier. The dragon cannot harm the crafter but can block his way and use spells or abilities that don’t affect the crafter. This includes being able to attack party members. This lasts until the crafter leaves line of sight of the dragon, attacks or steals from the dragon, or a member of their party attacks or steals.

Secret Crafts Base Downtime Activities

  • Apprentice Hatchery (SB 1) You can use the apprentice power of the Dragon Hatchery of your matching element. If you want to use a different hatchery it requires a DC 16 craft skill check with the activation cost.
  • Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft.
  • Dragon Familiar or Companion (SB 1+) You can choose to summon a dragon companion or familiar. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.
  • Dragon Mount (SB 1+) You can summon a Drake to become your mount and can be used as a Paladins special mount feature. This will require a week of downtime and will cost you 1 soul burn per character level as well as 1 point per hit dice of the creature.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats: Elven Accuracy (xge74)

Notes

  • Age: 103 Height: 6′ Proficiency Bonus: +2
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
  • xge – Xanithar’s Guide to Everything
Woodfey Druid – Circle of Dreams Level 3

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 3 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 24 (3d8+6)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 15 (+2) CHA 12 (+1)

  • Saving Throws: Intelligence +3, Wisdom +3
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Shortsword, Shortbow, Sickles, Slings, Spears). Skilled – Weapons (Scimitar)
  • Tools: Herbalism Kit
  • Skills: Arcana +3, History +3, Nature +4, Perception +4, Survival +4
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc, Terran

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (4) 2nd (2)
    • Spells Prepared (5)
    • Spell Save DC = 12
    • Spell Attack = +4
  • Spellbook (Druid 16/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
    • Level 2 Spells (2) – Barkskin (ph218), Flame Blade – H (ph243)
  • Ritualbook (Druid 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
  • Secret Craft – Dracologist
    • Craft DC 13 = 8+prof+cha+circle+2 (elven)
    • Craft Check +5 = prof+cha+circle+2 (elven)
  • Secret Craft – Earthologist
    • Craft DC 14 = 8+prof+con+circle+2 (earth)
    • Craft Check +6 = prof+con+circle+2 (earth)
  • Secret Craft – Elvenologist
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 1 hour. You can’t learn shapes with a swimming speed or a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +5 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (skilled) +5 to hit one target (Finesse, Light)
    • Hit: 3d4+3 slashing damge
    • (B) AC Defence (+1/2) – You gain an armour class bonus, for a set number of attacks each round.
    • (B) Deflect (1) – Before an attack is made you can choose to deflect several attacks instead using your attack roll instead of your AC.
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats

Notes

  • Age: 102 Height: 6′ Proficiency Bonus: +2
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
Woodfey Druid – Circle of Dreams Level 2

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 2 of Terra (Circle of Dreams)

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 17 (2d8+4)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 15 (+2) CHA 12 (+1)

  • Saving Throws: Intelligence +3, Wisdom +4
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Scimitars, Shortsword, Shortbow, Sickles, Slings, Spears)
  • Tools: Herbalism Kit
  • Skills: Arcana +3, History +3, Nature +4, Perception +4, Survival +4
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc

ABILITIES

  • Balm of the Summer Court (Dreams) – You become imbued with the blessings of the Summer Court. You are a font of energy the offers respite from injuries. You have a pool of fey energy represented by a numer of d6s equal to your druid level. (pool of 2d6)
  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (3)
    • Spells Prepared (4)
    • Spell Save DC = 12
    • Spell Attack = +4
  • Spellbook (Druid 12/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (8) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Entangle (ph239), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278), Thunderwave – H (ph283)
  • Ritualbook (Druid 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
  • Secret Craft – Dracologist
    • Craft DC 13 = 8+prof+cha+circle+2 (elven)
    • Craft Check +5 = prof+cha+circle+2 (elven)
  • Secret Craft – Elvenologist
    • Craft DC 13 = 8+prof+int+circle+2 (elven)
    • Craft Check +5 = prof+int+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.
  • Wild Shape (Druid – ph66) Twice per short rest you can turn into a Cat, Elk, Horse, Rat or Wolf for up to 1 hour. You can’t learn shapes with a swimming speed or a fly speed.

Bonus Actions (1 per round)

  • Balm of the Summer Court (Dreams) You choose one creature you can see within 120 ft of you. Roll up to half pool 1d6 (of pool of 2d6) and add them together. The target regains that in hit points. They also gain 1 temporary hit point per dice. You refresh your pool after a long rest.
  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +5 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (proficient) +5 to hit one target (Finesse, Light)
    • Hit: 2d4+3 slashing damge
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats

Notes

  • Age: 101 Height: 6′ Proficiency Bonus: +2
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook
Woodfey Druid Level 1

Name
Medium Elf of Earth (Woodfey), Chaotic
Druid 1 of Terra

  • Armour Class: 16 (Leather + Shield)
  • Hit Points: 10 (1d8+2)
  • Speed: 35 ft

STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 15 (+2) CHA 12 (+1)

  • Saving Throws: Intelligence +3, Wisdom +4
  • Weapon and Armour: Proficient – Armour (Light and Medium Armour and shield) and Weapons (Clubs, Daggers, Darts, Javelins, Longsword, Longbow, Maces, Quarterstaff, Scimitars, Shortsword, Shortbow, Sickles, Slings, Spears)
  • Tools: Herbalism Kit
  • Skills: Arcana +3, History +3, Nature +4, Perception +4, Survival +4
  • Senses: Darkvision 60 ft
  • Languages: Common (Alphatian and Thyatian), Draconic, Drudiic, Dwarven, Elven (Erendyl Clan, Alfheim), Jontun, Orc

ABILITIES

  • Darkvision (Elven): you can see in dim light within 60 ft as it was bright light, and darkness as if it was dim light. You can’t discern colour in darkness, only shades of grey.
  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. Vou 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.
  • Fey Ancestry (Elven): Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Fleet of Foot (Woodfey): You base walking speed is increased to 35 ft.
  • Keen Senses (Elven): You have proficiency in the Perception skill.
  • Mask of the Wild (Woodfey): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.
  • Power of the Earth (Earth Aspected): When using (or effected by) Acid you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Researcher – When you atlempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
  • Ritual Nature Magic (Druid): If you have a spell with the ritual tag prepared you can cast it without a check, otherwise you can make a Nature check to cast it from your ritualbook.
  • Touch of the Earth (Earth Aspected): While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Trances (Elven): You don’t sleep. Instead you meditate for 4 hrs a day and gain the same benefits as sleep.
  • Wood Elf (Woodfey): Counts as a Wood Elf as well as Elven, or Woodfey.
  • Spellcasting (ph66 – Druid) The spellcaster is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 8+prof+ability, to hit with prof+ability with spell attacks) The caster has the following spells prepared: (A prepared caster has access to level + ability spells known from their spellbook)
    • Spell Slots – Cantrips (2) 1st (2)
    • Spells Prepared (3)
    • Spell Save DC = 12
    • Spell Attack = +4
  • Spellbook (Druid 10/100) The spellcaster has the following spells in their spellbook. A book has 100 pages, a spell takes as mange pages as its level with a cantrip also taking a page.
    • Cantrips (4) – Druidcraft (ph237), Poison Spray (ph267), Produce Flame (ph), Thorn Whip (ph)
    • Level 1 Spells (6) – Animal Friendship – H (ph212), Cure Wounds – H (ph231), Detect Magic – R (ph232), Goodberry (ph247), Healing Word – H (ph251), Speak with Animals – R (ph278)
  • Ritualbook (Druid 8/100) The spellcaster has the following rituals in their ritualbook. A book has 100 pages, a spell takes as many pages as four times its level. Spells have a DC of 8 + 2xSpell Level (if not prepared). Add +5 if it is a higher level than you have a spell slot for. Your tradition uses Nature skill to cast rituals.
    • Level 1 Spells (2) – Detect Magic – R (ph232), Speak with Animals – R (ph278)
  • Secret Craft – Dracologist
    • Craft DC 13 = 8+prof+cha+circle+2 (elven)
    • Craft Check +5 = prof+cha+circle+2 (elven)
  • Evolution (1st Evolution – Woodfey): Counts as the Elven and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 25% chance for any offspring to be a Genasi.
    • Earth Evolution (Earth Aspected): Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
      • 80% chance of an Earth Aspected child (1 to 16)
      • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)

Actions (1 per round)

  • Attack Action (ph192) – you can make one weapon attack.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Attack Options

  • Dagger (proficient) +5 to hit one target (Finesse, Light, Throw Range (20/60)
    • Hit: 1d4+3 piercing damage
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Grapple (special) see ph195.
  • Scimitar (proficient) +5 to hit one target (Finesse, Light)
    • Hit: 2d4+3 slashing damge
    • (B) Two Weapon Fighting – Can be used to attack without mod damge.
  • Shoving a Creature (special) see ph195.

Equipment (89 lb of 135 lb)

  • Armour: Leather Armour (10 lb), Wooden Shield (6 lb)
  • Weapons: Scimitar (3 lb)
  • Explorer’s Pack: Includes a backpack (5 lb), a bedroll (7 lb), a mess kit (1 lb), a tinderbox (1 lb), 10 torches (10 lb), 10 days of rations (20 lb), and a waterskin (5 lb). The pack also has 50 feet of hempen rope (10 lb) strapped to the side of it. A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes (3 lb), and a belt pouch (1 lb) containing 10 gp
  • Druidic Focus: Holy Symbol of Terra (1 lb)
  • Druidic Spellbook (3 lb):
  • Druid Ritualbook (3 lb):
  • Wealth: 90 gp

Feats

Notes

  • Age: 100 Height: 6′ Proficiency Bonus: +2
  • Characteristics:
    • Background: Sage (ph138) Professor of Elven and Dragon Relations.
    • Personality: I am horribly, horribly awkward in social situations.
    • Ideal: Knowledge – the path to power and self-improvement is through knowledge.
    • Bond: I’ve been searching my whole life for the answer to a certain question.
    • Flaw: I speak without really thinking through my words, invariably insulting others
  • Downtime:
  • Character Variations:
  • Weapons Mastery:

Spells

References

  • ph – Players Handbook

Concluding Thoughts

For the player I have included the spells but not the animal forms as I am not sure that they will come into play much in the game as yet.

This was a fun build and might be used in more than one game if I need to pull out an example character. They are under equipped, but feel like they would be effective in most encounters.

Content Updates

  • 2021-07-31 – Adding in reusable blocks to make things easier to refernce.
  • 2021-03-25 – Built up to 7th level for my campaign.
  • 2021-03-19 – Cleanup and expansion.
  • 2020-04-30 – Structure.
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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

One reply on “DnD Class Build Druid Circle of Dreams”

OW man! I can see a lot of druid stuff, got hyped, than i realized its for D&D.
SAD.

________________________________
De: TheDarkElf007 Gaming Blog
Enviado: segunda-feira, 28 de outubro de 2019 21:00
Para: victorarquiteto@hotmail.com
Assunto: [New post] Dungeons and Dragons: Creating a Circle of Dreams Druid

thedarkelf007 posted: ” For one of my new gamers I have built a 3rd level Elven Druid from the Circle of Dreams. Here is the process which I built the character. Where to Start The new player was interested in elves, so I discussed what the Elven options in my version of “

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