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Driya, the Woodwitch of the North

Jan 3rd, 2019
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  1. NOJA LEVEL 6 DRUID
  2.  
  3. HP: 50 AC: 16 INITIATIVE: +4 SPEED: 35 ft. (7 sqrs.) DARKVISION: 60 ft. (12 sqrs.) IMMUNE TO SLEEP MAGIC
  4.  
  5. Str: 13 Save: +1 WEAPON - SCIMITAR: 1d20 + 7, 1d6 + 4
  6. Dex: 18 Save: +4
  7. Con: 14 Save: +2
  8. Int: 11 Save: +3
  9. Wis: 18 Save: +7
  10. Cha: 12 Save: +1
  11.  
  12. SKILLS: Perception +7, Survival +7, Nature +7, Medicine +7, History +3
  13.  
  14. LANGUAGES: Common, Orc, Sylvan, Infernal, Giant, Druidic
  15.  
  16. HERBALISM KIT PROFICIENCY: 1/day will have a Superior Healing Potion (4d4+4).
  17.  
  18. WILD SHAPE: Starting at 2nd level, you can use your action to 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.
  19.  
  20. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
  21. Level Max CR
  22. 2nd 1/4 No flying or swimming speed
  23. 4th 1/2 No flying speed
  24. 8th 1
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  26. You can stay in a beast shape for a number of hours equal to half your druid level. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
  27.  
  28. While you are transformed:
  29. Your stats are replaced by the beast's, but you retain your Int, Wis, and Cha 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 is higher than yours, use the creature's bonus.
  30.  
  31. 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 extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
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  33. You can't cast spells, and speaing or any action that requires hands is limited to your beast form. Transforming doesn't break your concentration on a spell and you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  34.  
  35. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.
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  37. BALM OF THE SUMMER COURT: 6d6At 2nd level, you are a font of energy that 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 feet of you and spend up to half the pool or less. Roll the dice and add them. The target regains HP equal to the total + your Wisdom Mod. as well as 1 temporary hit point per die spent + Wisdom Mod. You regain the expended dice when you finish a long rest.
  38.  
  39. HEARTH OF SHADOW AND MOONLIGHT: At the start of any rest, you touch a point in space and an invisible, 30-foot sphere of magic appears centered on that point. Total cover blocks the sphere. While within the sphere, +5 bonus to Stealth and Perception checks, and any light from open flames in the sphere isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
  40.  
  41. SPELLS
  42. CANTRIP: Produce Flames, Druidcraft, Mending.
  43. LEVEL 1: Cure Wounds, Detect Magic, Healing Word, Entangle. 4/day
  44. LEVEL 2: Barkskin, Flame Blade, Hold Person, Flaming Sphere. 3/day
  45. LEVEL 3: Call Lightning, Plant Growth, Dispel Magic 3/day
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