This is the place for Character Sheets, and character progression notes!
Here is an example Character Submission from my 2015 Outplay competition. It can help you as a guide for what type of information we'll want to have for our game. You'll be editing the same post as your characters grow during the game.
Since its very helpful to EVERYONE (the players and the GM will want to see your stats, etc. as we play), please link your CS post in the Character Forum to your RPGxing Forum Name.
For example, if you select my name (Savoylen) in the top, left corner of this post, you can then click on "Bravo" and go directly to his current CS. Cool feature isn't it!!
To do this, go to your profile, and then select "About Me" and click on the icon to edit the two options (name and link) of one of your character fields.
At the bottom of your CS, please include a DASHBOARD with your current stats and a summery of the mechanics of your actions which you'll keep at the bottom of your IC posts. see more about this here.
Name: KiM FortiTude Race: Warforged Background: Outlander Class: Barbarian (eventually will choose Path of Wild Magic, if I make it to level 3) Alignment: Chaotic Good
Description: The facial features of this warforged have been fashioned into an expression of grim determination,with somewhat finely-crafted cheek structure and narrow eyes that glow serenely. The frame is tall and relatively sleek, and the armored exterior is wrought of bronze, including an intricate ponytail of bronze filament. KiM's surface is adorned with tribal tattoos that have been etched in black, and is draped by a colorful, coarsely-woven toga.
The portly human raised one beetling gray eyebrow and glanced up from the parchment to gaze skeptically at his interview subject. "Says here your race is halfling."
Following a very slight whirring noise that may have been the warforged analog of throat-clearing, the figure seated opposite said in a sincere, mellow voice, "Yes sir. I am of the Fastieth Tribe of the western Talenta Plains."
"Hm." Mage Emeritus Aethelbald Greaves covered a smile with his left hand. He was easily amused, but less easily surprised after forty years of treating with all manner of denizens of the Planes. He gathered himself and glanced back down at the application. "Adopted…surely?"
The prospective student stared back blankly, but the voice that came in reply was unexpectedly sorrowful. "I was animated by Cannith House three years ago, in the Year 995, and dubbed Killing Machine 42. I was designed to assassinate strategic targets. But something was wrong with the magic that bound me to my body."
The white glow in the eyes of the warforged burned brighter for a moment, causing Greaves to lean back despite himself. "Sometimes I saw visions and began to ramble. Sometimes I produced auras of heat or electricity. They said my behavior was erratic. They said I killed one of my handlers, but I do not remember. They were going to dismantle me. But my body turned vaporous, and I fled the Forge."
The old Mage interrupted, "A very exciting history. But in your letter, you wrote your class was barbarian. Not usually a magic-using, eh, profession?"
The warforged continued, more matter-of-factly now. "No. I evaded capture and escaped to the Mournlands. Something about the atmosphere there suppressed my erratic magic. There were others like me, there, in a secret colony. War machines who had escaped from their makers. I stayed with them for a while, and they helped me to choose my self-name, to show that I was free of my maker: KiM FortiTude, as you see on the letter. But these other warforged were bitter and hateful, and talked of violence and vengeance against their creators. Maybe it was the error in my forging, but such hate is not in my nature. So I left them, and passed out of the Mournlands to the east, and the Talenta Plains."
Greaves tapped his fingertips together. "Where I presume you took up with the halflings."
"Yes. They attacked me at first, but I fled rather than harm them. Later I felled a tribex and brought it to their campfire. They let me stay, and I served them as a hunter and warrior for many months, until they treated me as one of their own. During the dry season migration, I completed the Adoption Ceremony."
KiM's eyes flashed again. Greaves waited for a moment, but the warforged remained lost in thought. The mage prompted, "But something changed, or you would not be here."
With a note of reluctance, the applicant agreed, "After a year out of the Mournlands, some of the erratic magic started to return. I was becoming a danger to those around me. I was ready to exile myself back to the Gray Mists. But our shaman told me she knew of a place beyond the visible world where they could teach me to control these powers before they cause further harm. This school."
Greaves snapped the fingers of his right hand, then responded in a slightly incredulous tone, "This shaman, she wouldn't be named…Pielou, by chance?"
KiM nodded. "Yes, Master Greaves. She sends her regards."
Now it was the old wizard's turn to become lost in reverie. "My word. Pielou the Gyrfalcon. Hah. Maybe someday I'll tell you…" He grinned thinly. "Getting ahead of myself. Well that's not a bad reference, young…say, eh, are you a male or female?"
The warforged raised both hands palm upward, as if shrugging. "I do not possess the organs or the urges that…"
Greaves raised his left palm to cut the answer short, "All right, all right. If you're accepted we'll figure out the lodging situation." He glanced down at the letter. "We're just about done." Looking back up, he held the hopeful warforged's gaze. "One last question I ask applicants. Do you think you would declare for one of our colleges?"
The barbarian considered for a moment. "I only know a little of them, and hope to know them better. Shaman Pielou told me stories of her time in Witherbloom. It sounded adventurous."
The Emeritus Scholar snorted. "Thanks to Pielou it was. The curiosity of halflings seems to outweigh their fear. Not that I've gotten to know many as well as her." He steepled his fingers. "That's all for now." As the warforged stood to leave, the Mage concluded with, "You've given us a lot to think about. You should be hearing soon.''
Starting Stats (with racial mods):STR 18 (+4) | DEX 16 (+3) | CON 18 (+4)| INT 10 (+0) | WIS 14 (+2) | CHA 14 (+2)
Level
Source
Feature
1
Warforged
Con + 2, Any other + 1 (Str)
1
Warforged
Speed: 30
1
Warforged
Constructed Resilience (advantage on save vs. poison; resistance to poison; no need for food, drink, breathe; immunity to disease; no need to sleep, immune from sleep)
1
Warforged
Sentry's Rest: Long rest requires 6 hours of being inert, can still see and hear
1
Warforged
Integrated Protection: +1 to AC, 1 hour to get in or out of armor with which proficient, armor can't be forcibly removed
1
Warforged
Specialized Design.: one skill (Nature) and one tool (Herbalism Kit)
1
Warforged
Language: Common, Halfling
1
Outlander
Skill Proficiencies: Athletics, Survival
1
Outlander
Musical Instrument Proficiencies: Drum
1
Outlander
Language: Goblin
1
Outlander
Wanderer: Excellent memory for maps and geography, can always recall the general layout of terrain, can find food and fresh water for self and up to 5 others each day.
1
Outlander
Equipment: A staff, a hunting trap, a trophy from an animal, a set of traveler's clothes, and a pouch containing 10gp
1
Barbarian
Rage: 2/day
1
Barbarian
Unarmored Defense: AC 10 + DEX Modifier + CON Modifier
Name:Astra Jakobsdotter Race: Satyr Class: Sorcerer (Draconic Bloodline, with some reflavoring) Background: Prismari Student College: Prismari Alignment: Chaotic Good
Astra has several features that mark her as unique, or at least very unusual even in the halls of Strixhaven. From the waist down she has the legs of some sort of deer, complete with hooves, light brown fur, and a tail. The fur fades to white on her inner thighs with white spots along her legs, which have a digitigrade shape to them. Her skin has a rustic brown tint to it and long, blonde hair flows freely down her back. A pair of antlers sprout from her forehead and her long ears are deer-like as well. She stands about five feet tall, short by the standards of most races, but about average for her own. Astra is a satyr, or more properly one of their close cousins, a faun. She's quite attractive by most standards, though some may find her specific racial features disagreeable. Astra will wear her school uniform while at class, and fidget about it, but otherwise tends towards very little as is the norm among her people. Her voice is pleasant and usually excitable, she has an undeniable fey charm to her.
Astra is friendly and outgoing, seemingly with no sense of shyness or restraint. She says what's on her mind and doesn't usually think things through before doing them, eager to see what will happen. Her biggest concern when she wakes up in the morning seems to be answering the question of "how will I have fun today". She's used to getting by via her natural talents and charisma and so has little patience for things like dedication and hard work. She loves to create and perform, things that made her a natural fit for the Prismari college. Though she can come across as flighty and scatterbrained, she's a lot smarter than others would realize but simply doesn't feel like applying her intelligence. The exception to this is her artistic pursuits, for which she shows a great deal of focus, even if it might not be apparent at first.
Many hundreds of years ago Astra's satyr clan fled the war-torn temperate forest that they called home in order to retreat to the snowy, yet safe evergreen forests in the north. Over time and with the aid of magic they adapted to their new environment, living there in relative peace and harmony ever since. Astra is the daughter of the village skald, and as such has been brought up with music and storytelling as second nature. Magic runs strong in her clan, and Astra is no exception. She has inherent elemental powers of ice and cold and a talent for the magic of illusion as well. She never thought this would take her beyond the world of snow and trees that she knew, but deep inside she always hoped that it would. She knew there was far more to the world, and like many youth, wanted to see it.
It was on the night of the winter solstice, after a grand celebration honoring such, that Astra found herself sitting in the branches of a tree, playing on panpipes while the aurora borealis seemingly danced in time with her tune. After a few moments she looked up, believing that the lights actually were dancing to her tune. True she'd had a lot to drink, but there was a feeling that something strange was happening here. That feeling was answered when she heard a voice seemingly coming from those same lights. "Astra Jakobsdotter, of the Heartsglen clan. You have always known there was something beyond your forest, haven't you?" the voice spoke, Astra blinking in disbelief a couple of times.
"Um... ya?" was all she could answer. She still wasn't sure how drunk she was.
"You are very gifted in the magical arts, far more than you realize. Your home will never be able to nurture that magic, and you will never reach your potential if you remain here," the voice spoke, the tone a soothing one. Somehow Astra knew this to be true. There was more for her, somewhere. She just had no idea how to find it. "I represent the great mystical college of Strixhaven. Have you heard of it?" the voice spoke, leaving Astra to ponder the question for a moment.
"Eh... no? But I've heard de vord 'college', is a place for drunken debauchery disguised as school, ya?" she asked, excited for the idea.
The voice had to hesitate for a moment, expecting many responses but not that particular one. "No, it is a place for learning, where your magical aptitude can be fostered and developed," the voice explained. Astra looked a bit disappointed, she liked the idea of drunken debauchery. "It is in a world far beyond your own, where you will meet people of all kinds. You will see wondrous things -"
"Underbar! Ven do we leave?" Astra interrupted, hopping out of the branches of the tree to look up at the scintillating lights. The mysterious voice had nothing more to say, though there was a bit of disappointment at the rest of its pitch going to waste. The shimmering lights descended from the sky until the formed a scintillating portal on the snow, at which point Astra wasted no time in running through.
[Rolls] Starting Stats:STR 11(-) | DEX 14(+2) | CON 13(+1) | INT 14(+2) | WIS 11(-) | CHA 17(+3)
Level
Source
Feature
1
Satyr
+2 Cha, +1 Dex
1
Satyr
Speed: 35
1
Satyr
Counts as fey, not humanoid
1
Satyr
Ram: Attack with head and horns for 1d4+Str damage
1
Satyr
Magic Resistance: Advantage on saves vs. magic
1
Satyr
Mirthful Leaps: When jumping, roll 1d8 and add to the distance in feet
1
Satyr
Reveler: Proficiency in Persuasion, Performance, and 1 musical instrument (panpipes)
1
Satyr
Languages: Common and Sylvan
1
Prismari
Proficiency in Acrobatics and Nature (traded from Performance, which she has as a racial skill)
1
Prismari
Proficiency with sculptor's tools
1
Prismari
Language: Elven
1
Prismari
Equipment: Bottle of black ink, ink pen, set of panpipes, school uniform, pouch with 10 gp
1
Prismari
Gain the Prismari Initiate feat - Add Prestidigitation and Ray of Frost to cantrips, cast Silent Image once/long rest or with SP
Description: Standing 5'4" tall, and weighing 154lbs, Valeria favours her human mother's looks. With her dark hair, voluptuous figure and beautiful face, she is a striking woman; and it is only when you look into her eyes and see that they are violet, that her elven heritage becomes apparent. Her ears are slightly pointed and she has the clear skin of her father's race. She tends to wear her scholar's robes, or a diaphenous gown when she is inside, and form-fitting leather armour when she is outside. Her favorite colour is black, and most of her clothes are made in fabrics of the colour. The only decoration she bears is a ring made of gold and bearing a black stone.
To whom it may concern at the Strixhaven Academy
I am writing to introduce one of my pupils to you. Valeria d'Athos is one of the finest young women to have graduated from the Cardale High School for Girls in the 30 years that I have been Headmistress, and the first who has been ready for admission to your esteemed institution. She has shown herself to be an example to all her peers and this letter is to recommend her to you, and to ask that you admit her to the Academy at the next opportunity.
Valeria was first brought to the school at the age of 6, by both her parents. The Marquis of Athos explained that she is his natural daughter, and as such, he would allow her to bear his name but he would not raise her as Nobility. He had examined all the available schools and selected our establishment to teach his daughter all she needed to be a success in life. He paid 12 years of tuition and boarding fees, with a substantial amount in reserve for vacation visits, then left. I have not seen him since that day, though Valeria's mother moved to a nearby town and has visited her every term.
Valeria has proven herself to be an excellent student. She has learned to make good use of information to develop her ideas on a subject, has visited all of the finest libraries in Faerun during her vacations and makes excellent use of their facilities. Her end of year examination results are spectacular and she has a fine mind, though she has excelled in the social aspect of the school.
Valeria is a natural leader, and has been captain of a number of sports teams including Netball and Field Hockey. She has been Head Girl for the past year and has been an example to all the girls in the school. She is a gifted linguist, though she favours esoteric languages, and is the sort of person who will be an asset to any organisation who take her as part of their establishment.
I recommend her to you without reservation
Hydrangea Polock
Headmistress, Cardale High School for Girls
Master Graeme, Admissions Tutor at Strixhaven considered the letter without looking at the bearer. The by-blow of an Elven Marquis and a human servant, no doubt. The alumni of a second rate school for girls where the teaching was less important than the boarding; keeping the child.locked away do they did not embarrassed the father. Probably not someone who would be of any use at the Academy. How should he let her down gently?
He raised his eyes. The first thing he saw was a pair of violet eyes, set in a face of almost unworldly beauty. The second, as his eyes slipped downwards, was a curvy voluptuous body that was draped ina set of scholar's robes which concealed but gave fascinating hints as to what lay below. A voice of pure silver, with a hint of babbling brook, came to his ears. "Professor, I hope I am good enough for Strixhaven. I have always wanted to study here, ever since I read about the Academy. I am sure I will learn so much." A slim hand, with beautiful manicured nails, touches his arm and those eyes look at him from under the fringe of beautiful dark hair and elegantly shaped eyebrows. "I have not chosen a College yet. Maybe you would be so kind as to help me choose? "
Master Graeme smiles, then reaches for the stamp that says'Consider for Admission'. This girl is surely one who Strixhaven should have as an Alumni! he thinks as the stamp hits the letter and he places it in its file.
[B][Starting Stats:STR 10 (+0) | DEX 17 (+3) | CON 15(+2)| INT 14(+2) | WIS 14 (+2) | CHA 16 (+3)
Level
Source
Feature
1
Half Elf
+1 Dex, +1 Con, +2 Cha
1
Half Elf
Speed: 30
1
Half Elf
Darkvision Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
1
Half Elf
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
1
Half Elf
Skill Versatility: Perception, Persuasion
1
Half Elf
Language: Common, Elvish, Terran
1
Cloistered Scholar
Skill Proficiencies: History, Nature
1
Cloistered Scholar
Languages: Draconic, Celestial
1
Cloistered Scholar
Library Access: Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
1
Cloistered Scholar
Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp
1
Warlock
Unearthly Patron (Dao Genie) Expanded Spell List and Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. This is a Ring with a compartment. While you are touching the vessel, you can use it in the following ways: Bottled Respite:*As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.Genie’s Wrath:*Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.Magical Vessel
Rhondrarondura is of a rare kind of Meliae, a sister race to the more wildly known Dryads. She was born in the forests of her home plane and has lived the short life that she has been alive so far among her sisters. Her skin is made of bark and she has no mouth or maw. Her eyes are mere slits that look like an opening into the hollow of her body, and her lithe frame is slender to the point of frailty. But despite her slow demeanour, Rhondra can respond quite nimbly if the situation calls for it. Her voluminous hair spills over her gnarly shoulders in the colour of autumn leaves, and to the observant beholder it becomes clear that her mane is actually made out of leaves instead of strands of hair. The few blossoms that accentuate her appearance are sprouting as an actual fixture to her leafy crown. At the same time Rhondra's body is covered in moss and leaves in other places as well, but she doesn't regard them much in any particular way since they are simply a part of her. Despite her rather conspicuous appearance around more common humanoid races, Rhondra is not at all self-conscious about how she looks or acts. To those that interact with her, she does appear as if she has a very small ego, but if there are things happening that go against her views she can be steadfast to the point of stubbornness. Otherwise, she has a bit of a meandering personality, yet one that is gifted with a pronounced spirit of curiosity. Though one wouldn't guess it from her taciturn nature, Rhondra takes an interest in all kinds of things that catch her attention and her natural inclination for exploration was a large part of the reason why it was her that had been chosen among her sisters to become one of Strixhaven's stipendiaries.
Backstory post:
And just as the world opened back up to her and she stepped out of the portal, Rhondra found herself in another realm. She knew that she had been told to expect something else than her home forest on the other side of the portal, but seeing the outline of Strixhaven in front of her was still something she found herself unprepared for. It wasn't that the person to lead her here had done a bad job of explaining to her what stepping through the portal signified, nor that Rhondra had done a bad job of listening to them or understanding what they'd been claiming. But nonetheless, the raw difference between the university grounds and Rhondra's home plane would have taken her breath if she had any lungs to breathe with. Tentatively she took one more step forward on her gnarly limbs, and as she kept her wooden fingers clasped around the perfect straight of her trusted staff, Rhondrarondura opened the entirety of her being to the strange, new sensations of another world around her. If the wooden shield that she'd been talked into carrying on her back had already felt foreign, the sights that Arcavios now had to offer to her were of a wholly different magnitude. But just as her meeting with her prospective sponsor had been a departure from anything common or normal to Rhondra, taking in all of this new strangeness didn't at all feel like anything bad to her. Quite evidently this wasn't anything like her home, but that this journey entailed leaving home was something that she had comprehended very well before she had stepped through the portal. A world where magic is tamed, where it eats out of your hand and you can learn its whims and character... So wonderous... But also so inviting.
If meliae had hearts, then Rhondrarondura's would have beaten faster with excitement at the step of having entered this realm where she had been designated to learn taking magic into her own two hands. Or at least where she was considered to be admitted into the university, which was only provisional for now as had been explained to her. Since Rhondra did not have a beating heart though, she simply took a few more measured steps forward as her wooden head slowly meandered from left to right and back again, letting her curious gaze drift across sights unseen and experiences unexplored. This would be my home if I am admitted... Since Rhondra had never lived anywhere else but with her sisters during the mere decade since her life had blossomed in the forest, the thought of changing her home to Strixhaven's campus should have maybe felt like a bigger deal. But to the placid melia it was a decision that she had allowed to become a possible reality by stepping into the portal, so a decision she had made before the portal had opened up in front of her. None of her sisters had contested her for considering this journey, and while they had been the harmonious and focal core of her life up to this point, it still didn't feel like Rhondra had abandoned them now. Not when the mastery of magic allows one to travel between worlds. My forest seems just as close as the time it took for me to reach here... And while it might not have been accurate to presume Strixhaven's portals as available for Rhondra's passage if she would ever ask for it, it didn't change at all that the woodland spirit felt not a shred of homesickness at this point in time. Not this early, but just as likely never. Or else she wouldn't have come here.
And while Rhondra still pondered how her origin seemed to lose its importance in lieu of considering a life as a student in Arcavios' most prestigious university, the melia's silent contemplation was briefly interrupted as one of the overseeing mages stepped up to her and those she had arrived here with. "Hmm, what's this? Another possible prospect for admission?" The human wizard was dressed in colours that had been explained to Rhondra as representing the Witherbloom College, but at least for now the distinction didn't matter all that much to her. It had been a subject that her sponsor had only breezed over in passing, considering that a Melia becoming a Strixhaven student at all had been the more focal question. Looking at the man in front of her, Rhondra recognized the male as a human from the few wanderers that had found their way into her forest in the past. And just like in the past, the human kept making a face as if he dearly wanted to communicate his emotional state to everybody around him. This is not happiness or sadness. Confusion? No, I or a similar being as me must have been within his expectations. I think he's simply never seen a daughter of the ash before.
While reading humanoid expressions was something Rhondra would now get far more practice with if she would end up joining the Academy of the Gifted for good, this particular wizard here revealed himself as not all that shocked to meet her, but certainly a little intrigued. An interest that Rhondra reciprocated, but less about his human nature and more about what had made him a mage. And although the desire to engage him in conversation was strong in Rhondra, she also realized that he was not looking to be likely to indulge her. He looked somewhat busy, as if simply being here and welcoming them was work for him that he had to concentrate on. "Name, please. And, uhm, what's your race?" He was skimming over a scroll that he pulled from his hips as if searching its contents would allow him to answer the question that he had asked Rhondra on his own. Yet as she looked at him, his demand for her name seemed straightforward enough of a queue that it seemed strongly expected of Rhondra to answer herself. "I named myself Rhondrarondura. My sisters and I consider ourselves Meliae, but I do not know if your papers know us under the same name." As her reply gently resounded from within her hollow body, it had just occurred to Rhondra for the first time that she had never asked her sponsor how they had determined themselves to seek out her race or if those books she had been told about would know her race under the name that they used themselves. Looking away from the slightly confounded Witherbloom mage, the woodland spirit peered over her shoulder and the leaf-like hair resting on it at the person that had encouraged her to come to this realm in the first place. "I hope that I am admitted. I feel like wanting to read more books." And for Rhondrondura to say so out loud, even as the sentiment seemed to come out of nowhere it was a testament to how strongly she felt about accepting the gift that had been offered to her. The gift of possibly becoming one of the gifted; a student of Strixhaven University.
You can hold your breath for up to 15 minutes at a time.Hold Breath
1
Race: Lizardfolk
Skill proficiencies: Animal Handling, Nature
1
Race: Lizardfolk
You have tough, bark-like skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.Natural Armor
1
Race: Lizardfolk
Languages: Common, Draconic
1
Class: Druid
+10 HP (MAX + CON mod.)
1
Class: Druid
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.Feywild Connection
2
Class: Druid
+5 HP
2
Class: Druid
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
Level
Max. CR
Limitations
Example
2nd
1/4
No flying or swimming speed
Wolf
4nd
1/2
No flying speed
Crocodile
8nd
1
Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.Wild Companion
2
Subclass: Circle of Spores
Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.Halo of Spores
2
Subclass: Circle of Spores
Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.Symbiotic Entity
3
Class: Druid
+6 HP
Item
Source
Value exchange
Balance
Quarterstaff (druidic focus)
Class: Druid
+0
0
Wooden shield
Class: Druid
+0
0
Letter of admission
Strixhaven admission
+0
0
Admission token
Strixhaven admission
+0
0
Journey allowance
Theta
+2dg
2dg
Student Grey
Theta
+0
2dg
Strixhaven Memories Card
Theta
+0
2dg
Freshmen tuition
Bursar
-2dg
0
Witherbloom sponsorship
Bursar
+4dg
4dg
1st semester 1st month boarding
Bursar
-2dg
2dg
Forwarded 1st semester student work at the Campus Grounds
Name: Myelin Alignment: Neutral Good Class: Ranger (Horizon Walker Conclave at level 3) Race: Elf - Shadar Kai Background: Investigator Personality Trait: I've lost too many friends, and I'm slow to make new ones. Personality Trait: I can stare down a hell hound without flinching. Ideal: Ideals aren't worth killing over or going to war for. Bond: I fight for those who cannot fight for themselves. Flaw: I'd rather eat my armor than admit when I'm wrong. Party Role: Ranged Damage, Scout, Mobility, Overland Travel, Criticizing Everything