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Khazard

Delasch 5E

Jul 11th, 2018
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  4. Name: Delasch
  5. Gender: Female
  6. Race: Yuan Ti
  7. Age: 32
  8. Height: 6'
  9. Weight: 150 lbs.
  10. Level: 6
  11. XP:
  12. Alignment:
  13. Class: Druid
  14. Patron:
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  18. STATISTICS
  19. STR 14(+2), DEX 14(+2), CON 14(+2), INT 14(+2), WIS 16(+3), CHR 15(+2)
  20. Proficiency Bonus: +3
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  22. DEFENSES
  23. AC 18 [14[Scale Mail] + 2[DEX] + 2[Shield]]
  24. HP 50 (Hitdie D8)
  25. =========================================================================================================
  26. OFFENSE
  27. Speed 30
  28. Melee Attack: Scimitar | +5[2(DEX) + 3(Proficiency)] 1d6+2 Slashing Damage
  29.  
  30. Ranged Attack: +0[0() + 0(Proficiency)]
  31.  
  32. Spell Attack: +0[0() + 0(Proficiency)]
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  36. Class/racial traits:
  37. Ability Score Increase: Your Charisma score increases by 2, and your Intelligence score increases by 1.
  38.  
  39. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  40.  
  41. Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
  42.  
  43. Magic Resistance: You have advantage on saving throws against spells and other magical effects.
  44.  
  45. Poison Immunity: You are immune to poison damage and the poisoned condition.
  46.  
  47. Languages: You can speak, read, and write Common, Abyssal, and Draconic.
  48.  
  49. Languages: Common, Abyssal, Draconic
  50. Saving Throws [Add Proficiency]: Intelligence, Wisdom
  51. Skills [Add Proficiency]: Insight [WIS], Perception [WIS]
  52. Background Skills: Athletics [STR], Survival [WIS]
  53.  
  54. Weapon Proficiency [Clubs, Daggers, Darts, Javelins, Maces, Quarterstaves, Scimitar, Sickle, Sling, Spear]
  55. Armor Proficiency [Light Armor, Medium Armor, Shields]
  56. Tool Proficiency [Herbalism Kit]
  57. =========================================================================================================
  58. Class Features/Extraordinary Abilities (Ex):
  59.  
  60. Druidic: Can speak and read the secret language of druids and use it to leave messages, those that can speak it spot the messages automatically. Others can spot with a DC 15 Wisdom Check but can't decipher without magic.
  61.  
  62. Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  63.  
  64. Spellcasting Focus: You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.
  65.  
  66. Wild Shape: Spend an action to transform into a beast with a max CR 1/2 and no Flying speed. You remain in this form for up to 3[Level/2 rounded down] hours. You replace your STR, DEX, and CON with those of the creature and gain the beast's saving throws and skills. If the creature has the same saving throws but has a higher stat bonus, use the creature's bonus instead of your own. Gain the beast's hit points and hit die, and when you drop to 0 you revert back to normal with the hit points you had before transforming. Damage carries over to your normal form if it deals more damage than your beast form has. As long as your normal form isn't dropped to 0 you don't fall unconscious when you revert. You can't cast spells and your ability to make actions requiring voice or hands are limited by your form. This doesn't break your concentration or prevent you from taking actions part of spells you already cast. You keep all class/race/other features and can use them as long as the beast form can as well. You can't use any special senses unless the beast can as well. Your equipment does not change shape with you, and if your new form cannot wear it it must be dropped or merge with your new form.
  67.  
  68. Druid Circle: Circle of the Moon
  69.  
  70. Combat Wild Shape: Wild Shape is a bonus action. While transformed you can spend a spell slot to heal 1d8 per level of the spell slot.
  71.  
  72. Circle Forms: Starting at 2nd level you can shapeshift into a creation with max CR 1, but keeping all other restrictions. Starting at 6th level you cna shapeshift into a beast with max CR of your druid level /3, rounded down.
  73.  
  74. Primal Strike: Attacks in beats form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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  78. Beast Shapeshifts:
  79.  
  80. Giant Constrictor Snake:
  81. Huge beast, AC 12, STR 19(+4), DEX 14(+2), CON 12(+1)
  82. Hit Points 60 (8d12+8)
  83. Speed: 30 ft., Swim 30 ft.
  84. Skills: Perception +2, Senses: Blindsight 10 ft.
  85.  
  86. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
  87. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
  88.  
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  92. Feats:
  93.  
  94. Grappler: You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
  95. • You have advantage on attack rolls against a creature you are grappling.
  96. • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  97. • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
  98.  
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  102. Cantrips Known: 3 Spells Known: 10 Spell Slots: 4 1st Lvl | 3 2nd Lvl | 3 3rd Level | 0 4th Lvl
  103. Spell Save DC: 14 [8 + 3[Wis] + 3[Proficieny]]
  104. Spell Attack Modifier: +6 [3[Wis] + 3[Proficiency]]
  105. [Recover all Spell Slots after long or short rest] [Can replace all spells with long rest]
  106. [V: Verbal S:Movement M:Materials F:Focus DF:Divine Focus]
  107.  
  108. Cantrips:
  109. Druidcraft[VS]: Transmutation, action, Range 30 feet, Instantaneous
  110. Whisper to spirits of nature to create on of the following effects:
  111. -You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  112. -You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  113. -You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  114. -You instantly light or snuff out a candle, a torch, or a small campfire.
  115.  
  116. Produce Flame[VS]: Conjuration, action, Self, Duration 10 minutes
  117. A flickering flame appears in your hand that remains there for the duration that does not harm yourself. This sheds a bright light in 10 feet and dim light 10 feet beyond that. This ends if you dismiss it as an action or cast again. You can also attack with this, ending hte spell. When you cast or as an action later, you cna hurl te flame at a creature withing 30 feet as a ranged spell attack. On hit deals 1d8 fir damage. This increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.
  118.  
  119. Thorn Whip[VSM]: Transmutation, action, Range 30 feet, Instantaneous
  120. Create a long, vine-like whip covered in thorns that lashes out at a creature. Make a melee spell attack, if it hits they take 1d6 piercing damage and is pulled 10 feet closer to you if they are Large or smaller. This deals 2d6 damage at 5th level, 3d6 at 11th, and 4d6 at 17th.
  121.  
  122.  
  123. 1st Level:
  124. Cure Wounds[VS]: Evocation, action, Touch, Instantaneous
  125. Heal a creature by touch for [1d8 + Spellcasting modifier] hit points. No effect on undead or constructs. When using a spell slot of 2nd or higher it increases healing by 1d8 for each spell slot above 1st.
  126.  
  127. Entangle[VS]: Conjuration, action, Range 90 feet, Concentration up to 1 minute
  128. Sprout grasping weeds and vines in a 20 foot square around a point that transforms the area into difficult terrain. A creature in the area when cast must succeed a Strength saving throw or be restrained until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC, freeing on success. When the spell ends the conjured plants wilt away.
  129.  
  130. Fog Cloud[VS]: Conjuration, actio, Range 120 feet, Concentration up to 1 hour
  131. Create a 20 foot radius sphere of fog centered on a point. This spreads around corners and its area is heavily obscured. Lasts for duration or a wind of at least 10 mph disperses it. When using a spell slot of 2nd or higher it increases the radius by 20 feet for each spell slot above 1st.
  132.  
  133. Thunderwave[VS]: Evocation, action, Self[15 foot cube], Instantaneous
  134. Send out a wave of thunderous force in a 15 foot cube around you, making every creature make a Constitution saving throw. On fail they take 2d8 thunder damage and is pushed 10 feet away from you. On success they take half damage and don't move. Unsecured objects are pushed automatically and this makes a thunderous boom audible up to 300 feet away. When using a spell slot of 2nd level or higher damage increases for 1d8 for each spell slot above 1st.
  135.  
  136.  
  137. 2nd Level:
  138. Flame Blade[VSM]: Evocation, bonus action, Self, Concentration up to 10 minutes
  139. Evoke a fiery scimitar in your free hand. If you let it go it disappears, but you can evoke it again as a bonus action. You can use your action to make a melee spell attack with the blade, and on hit it deals 3d6 fire damage. The blade sheds bright light in a 10 foot radius and dim light 10 feet beyond that. When using this with a spell slot of 4th level or higher, damage increases for 1d6 for every two spell slot levels above 2nd.
  140.  
  141. Flaming Sphere[VSM]: Conjuration, action, Range 60 feet, Concentration up to 1 minute
  142. Create a 5 foot diameter sphere of flames in an unoccupied space. Any creature that ends its turn within 5 feet of the sphere must make a DEX saving throw, taking 2d6 fire damage on a failed save or half that on success. As a bonus action you can move hte sphere up to 30 feet. If you ram the sphere into a creature they must make a saving throw against the sphere's damage and it stops moving. When you move it you can direct it over barriers up to 5 feet tall and over pits up to 10 feet wide. The sphere ignites flammable objects that aren't worn or carried and it sheds bright light 20 feet and dim light 20 feet beyond that. When using this in a spell slot of 3rd or higher the damage increases by 1d6 per spell slot above 2nd.
  143.  
  144. Heat Metal[VSM]: Transmutation, action, Range 60 feet, Concentration up to 1 minute
  145. Choose a manufactured metal object that you can see and make it glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage on cast. Until the spell ends you can use a bonus action to cause this damage again. If a creature holding/wearing the object takes damage from this it must pass a CON saving throw or drop the object if he can. If it doesn't it has disadvantage on attack and ability checks until the start of your next turn. When using a spell slot of 3rd or higher the damage increases by 1d8 per spell slot level above 2nd.
  146.  
  147.  
  148. 3rd Level:
  149. Call Lightning[VS]: Conjuration, action, Range 120 feet, Concentration up to 10 minutes.
  150. Conjure a cylindrical storm cloud 10 feet tall with a 60 foot radius at a point 100 feet directly above you, and this fails if you cannot see the point above you. When cast, choose a point you can see, calling a bolt of lighting to strike there from the cloud. Each creature withing 5 feet of the point must make a DEX saving throw, taking 3d10 lightning damage on a fail or half on success. You can make an action each turn to call a bolt down for the spell duration. If you are outdoors in stormy conditions, this spell gives you control over the storm instead and increases the damage by 1d10. When using a spell slot of 4th or higher damage increases by 1d10 per spell slot above 3rd.
  151.  
  152. Wind Wall[VSM]: Evocation, action, Range 120 feet, Concentration up to 1 minute
  153. Rise a wall of strong wind from the ground at a point withing range. It can be up to 50 feet long, 15 feet high, 1 foot think, and you can shape it any way you want as long as it is continuous. When the wall appears each creature within its area must make a STR saving throw, taking 3d8 bludgeoning damage on a fail and half on success. The wind keeps fog, smoke, and other gases at bay. Small and smaller flying creatures/objects can't pass through it and loose, lightweight materials entering the wall fly upward. Arrows, bolts, and other ordinary projectiles shot at targets behind the wall are deflected upwards and automatically miss. Creatures in gaseous form can't pass through it.
  154.  
  155.  
  156. 4th Level:
  157. Ice Storm[VSM]: Evocation, action, Range 300 feet, Instantaneous
  158. Rock hard, icy hail pummels a 20 foot radius, 40 foot high cylinder centered on a point. Each creature in the cylinder must make a DEX saving throw, taking 2d8 bludgeoning damage and 4d6 cold damage on a fail, and half on success. Hailstones turn the affected area into difficult terrain until the end of your next turn. When using a spell slot of 5th level or higher the bludgeoning damage increases by 1d8 for each spell slot above 4th.
  159.  
  160.  
  161. From Race:
  162. Poison Spray[VS]: Conjuration, action, Range 10 feet, Instantaneous
  163. Extend your hand toward a creature and project a cloud of toxins from your palm. The creature must succeed a CON saving throw or take 1d12 poison damage. This increases to 2d12 at 5th level, 3d12 at 11th, and 4d12 at 17th.
  164.  
  165. Unlimited on Snakes:
  166. Animal Friendship[VSM]: 1st Enchancement, action, Range 30 feet, Duration 24 Hours
  167. Convince a snake you can see you mean it no harm. It must see and hear you, and if It's Intelligence is 4+ this fails. Otherwise they must pass a WIS saving throw or be charmed by you. If it is harmed the spell ends. You can use a spell slot of 2nd level or higher to affect one additional snake for each slot above 1st.
  168.  
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  172. Inventory:
  173.  
  174. Scimitar [1d6 Slashing, Finesse(Can use Str or Dex for attack/damage rolls), Light]
  175. Wooden Shield [AC+2]
  176. Leather Armor [Light Armor, 11 AC + Dex Mod]
  177. Druidic Focus [Root of a Snakewood tree wrapped around a petrified snake fang]
  178. Cast-Off Scale Mail [Medium Armor, 14 AC + Dex Mod(Max.2), Can remove as a normal action]
  179.  
  180. Explorer's Pack:
  181. Backpack
  182. Bedroll
  183. Mess kit
  184. Tinderbox
  185. 10 torches
  186. 10 days of rations
  187. Waterskin
  188. 50 feet of hempen rope
  189.  
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  191. Money: 0g 0s 0c
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  195. Backstory/Personality:
  196.  
  197. Delasch has a lithe humanoid body with the head of a hooded cobra. Her body is covered in dark orange scales.
  198.  
  199. Delasch was born into a small cult tribe. Their traditions were ancient, but unfortunately mostly forgotten. Their deity has faded from memory and most practices have gone from having intent to being mindless motions. This was of no importance to them or Delasch, as they were unaware and still remained devoted to their long-standing tradition. Delasch herself was a promising member, having an affinity to their god in that she had the power to take on a true snake form, the image depicted in their murals. She was raised under druidic practices, the elders hoping to form her into an avatar of their god to revive their cult.
  200. Once she was of age, Delasch left the isolated home of the cult to further her druid training. While she was devote to her teachings, she mostly drifted around after entering the world as a whole.
  201.  
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