5th Edition Character Sheet
Skills
Racial Feats:
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:- You have advantage on saving throws against being poisoned, and you have resistance to poison damage
- You don’t need to eat, drink, or breathe
- You are immune to disease
- You don't need to sleep, and magic can't put you to sleep
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:- You gain a +1 bonus to Armor Class
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way
- While you live, your armor can't be removed from your body against your will
Specialized Design: You gain one skill prof and one tool prof of your choice
feats:
War Caster: You gain the following benefits:- Adv on Con saves to keep conc on a spell when taking dmg
- Perform som comp of spell with shield and sword in hand(s)
- Can cast spell as OA, must be 1 action and only target triggering creature
Shadow Touched: +1 Wis, get invisibility and color spray spells, can cast each 1/LR w/out spell slot
Class
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
Ritual Casting: You can cast druid spells as rituals.
Spellcasting Focus: Druidic focus
Wild Shape: 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: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. 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.
Subclass: Circle of Wildfire
Summon Wildfire Spirit: At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond: At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit
Cauterizing Flames: At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
[b]Constructed Resilience:[/b] You were created to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage
- You don’t need to eat, drink, or breathe
- You are immune to disease
- You don't need to sleep, and magic can't put you to sleep
[b]Sentry's Rest:[/b] When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal
[b]Integrated Protection:[/b] Your body has built-in defensive layers, which can be enhanced with armor:
- You gain a [+1] bonus to Armor Class
- You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way
- While you live, your armor can't be removed from your body against your will
[b]Specialized Design:[/b] You gain one skill prof and one tool prof of your choice
[b]feats:[/b]
[b]War Caster:[/b] You gain the following benefits:
- Adv on Con saves to keep conc on a spell when taking dmg
- Perform som comp of spell with shield and sword in hand(s)
- Can cast spell as OA, must be 1 action and only target triggering creature
[b]Shadow Touched:[/b] [+1] Wis, get invisibility and color spray spells, can cast each 1/LR w/out spell slot
[b]Class[/b]
[b]Druidic:[/b] You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
[b]Ritual Casting:[/b] You can cast druid spells as rituals.
[b]Spellcasting Focus:[/b] Druidic focus
[b]Wild Shape:[/b] 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: Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf. Level 4, 1/2 max CR, No flying, ex. Crocodile. Level 8, 1 max CR, ex. 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.
[b]Subclass: Circle of Wildfire[/b]
[b]Summon Wildfire Spirit:[/b] At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take [2d6] fire damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
[b]Enhanced Bond:[/b] At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a [d8], and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit
[b]Cauterizing Flames:[/b] At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals [2d10] + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages: Common, Sylvan, Druidic
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