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Character Creation and Resources - DM Spiral - 03-04-2018 CHARACTER CREATION Use 5th edition Character Sheets on ( http://www.myth-weavers.com ) Make sure you give editing permissions to Spiral. Choose Starting Level - 1st Gain a Bonus Feat: This feat is in addition to any feats you gain from your Class. Allowed Races: Any in the Forgotten Realms setting. Choose Ability Scores. Ability scores are on a point buy system. See chart below. Quote:Point buy chart Allowed Races: Any playable found in Forgotten Realms, except Monster Races. Quote: The alternate Human Ability bonuses are +2 to 2. One additional skill proficiency and an additional Feat. Setting Forgotten Realms (Sword Coast) Quote:Additional Backgrounds Backgrounds - We are starting in the Forgotten Realms, so any books, backgrounds, or lands from the Forgotten Realms can be used or referenced in your background. This will also apply to feats, powers, spells, character options, etc. RE: Character Creation and Resources - DM Spiral - 08-15-2021 Here is the link to the Roll20 Battle Map -> https://app.roll20.net/join/18088705/SXykTQ RE: Character Creation and Resources - DM Spiral - 08-30-2024 Druid Class Adjustments Circle of Balance Wild Growth Replaces Wild Shape. 2nd - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 20 foot radius. 1/rest. 8th - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 30 foot radius. 2/rest. 16th - Regenerates the druids Wisdom Modifier in hit point for allies for a number of rounds equal to druid level in a 40 foot radius. 3/rest. Spell Mastery Replaces Beast Spells At 18th level, you have achieved such a master over certain spells that you can cast them at will. Choose a 1st level spell and 2nd level spell that is in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. Casting the spells at a higher level expends them as normally. By spending 8 hours in study, you can exchange one or both of these spells you choose for different spells of the same level. Archdruid At 20th level, You can use Wild Growth and Blight simultaneously. The druid can control which targets are affected. The number of hit points restored are equal to their Wisdom Modifier for a number of rounds equal to their druid level x2, and the radius is increased to 100 foot radius. This can done 5 times per rest. They can use this ability to instantly restore plant life causing it to grow and reach maturity at an rate of one minute for one year. Hence a large section of garden or forest can be restored or grown in moments. Conversely, they can use Blight to destroy large sections of crops or forests. If this power effects Animated Plants and Fey, they receive double healing from Wild Growth or double damage from Blight. Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spells slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can have a combined level that is equal to or less than half your druid level (Rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. Circle Spells Your Connection to the magic of nature infuses you with the the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected with nature and maintaining the balance of life and death. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you are allowed to 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.
Biotic Arc At 6th Level, any of the druids damage inflicting spells have a chance to blast some of the life force off a target into an ally. When ever a druids spell successfully hits a target, that target must make a Constitution Save. Upon a successful save, the spell resolves normally, upon failure, some of the targets lost hit points transfer to an ally who is within 10 ft. of the target. The ally is healed for 1/2 the spell damage round down to a minimum of 1 hit point.) Blight At 10th level, the druid can reverse the effects of Wild Growth to inflict damage on their enemies instead of healing their allies. They choose before each use which effect to utilize and like Wild Growth, they can choose which targets are effected. Perfect Balance At 14th level, The druid learns how to focus their destructive and restorative magic more efficiently. With this they may add their Wisdom modifier to any of their damaging or healing spells. |