Juno

Yowo

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1 year, 12 days ago
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Yowo
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Name Juno Alignment Chaotic Good
Class Druid Race Firbolg
Background Hermit Level 10
Gender Male Pronouns He/Him

A very long time ago a small village lay in a valley. Though the village was small in population, those who lived there stood high above the grounds and the huts were huge to the eye. There lived creatures who were more animalistic and wild, yet almost humanoid, the Firbolg. They lived in peace, thriving along with those around them and the plants which they all grew to love. Another Firbolg was born, his name was Juno. Juno grew up to become a real mothers boy and would help out the gardening in the fields and would also become a decently good fighter from his father. Though he loved his parents very much, sometimes they wouldn't have time for him. He would often talk to himself and play with the flowers and plants.

One day, a loud bang was shot outside. An army of humans had swarmed to their village to take their resources. The village didn't like the humans, they felt scared around them. Humans were shown as a symbol of the destruction of life and hate for growth. The Firbolg had seemed to have a higher advantage due to their big builds and height, but the humans were more advanced than them. They came with bombs and fire, as well as some help from mage magic. The village was left in ruin after the battle, the citizens fought for their home, no matter how weak they were in comparison. Including Juno's father, who sadly didn't make it through the crossfire.

Months would pass, the village was more sad than normal. Everyone stood inside their tents healing and hoping. Juno's mother was left like a shell, she stopped tending to the fields after her love's death, and the plants had started to decay. After much consideration, Juno decided he couldn't stay in the environment anymore, he had to do something to forget about the past, so he left. Far, far away from his home looking for any answers, for meaning, and to discover the new life that his village needs. Though as time passed, Juno did start to forget, forget everything he once knew and forgot about the village he once lived in. The plants guided where he went. And once again he would play with them like he did as a child, though he could never understand them, at least they understood him. He was pretty much alone for many years in the woods but along the way, he came across someone who would travel along with him, Halion the Fey.

PERSONALITY

Calm but intimidating due to his distrust with the outside world, especially humanity. He tries his best to be helpful in any situation and is very soft sometimes. Though if you get on his bad side, he will disperse hell upon you.

IDEALS

Never trust anyone until you know their motvations and needs. Once the trust is proven, he will defend and heal your wounds. He thrives in the air of nature and believes all living creatures are beautiful and must be protected.

BONDS

The love he gives will be payed over time through the ways of battle and through the moments you spend together.

FLAWS

Sometimes he can be wreckless and be unaware of certain situations and give himself away. Due to his large size and mysterious persona, his appearance may send people away in fear.

Proficiency Bonus +4 Passive Wisdom 18
Speed 30 Armour Class 20
Hit Points 76 Temporary Hit Points 0
Hit Dice 9d8 Inspiration +0

STRENGTH

+2

14

  • +2 Saving Throw
  • +2 Strength

DEXTERITY

+2

14

  • +2 Saving Throw
  • +2 Acrobatics
  • +2 Slight of Hand
  • +2 Stealth

CONSTITUTION

+3

16

  • +3 Saving Throw

INTELLIGENCE

-1

8

  • +3 Saving Throw
  • -1 Arcana
  • -1 History
  • -1 Investigation
  • +3 Nature
  • +3 Religion

WISDOM

+4

18

  • +8 Saving Throw
  • +4 Animal Handling
  • +4 Insight
  • +8 Medicine
  • +8 Perception
  • +8 Survival

CHARISMA

+0

10

  • +0 Saving Throw
  • +0 Deception
  • +4 Intimidation
  • +0 Performance
  • +0 Persuasion
PROFICIENCIES
Languages
  • Elvish
  • Giant
  • Druidic
Armour
  • Light
  • Medium
  • Shield
Weapons
  • Staff
  • Spear
  • Moon Sickle
Other
  • Singing Frog
  • Tyler (Bag of Holding Plant)
  • Amulet of Lightning
  • Chariot

Firbolg Magic

You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. 3 times a day.

Wild Shape

2 a long rest turn into a cr 1/2 beast with no flying speed keep wis, int, and cha, but use con dex and str of beast. you cannot cast spells while in beast form. Damage is given to animal form first before you.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. 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 an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

Chef

As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Trait Name

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Staff of Swarming Insects

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

ATTACKS

Staff +6 1d9+2 Bludgeoning
Spear +6 1d8+2 Percing
Moon Sickle +8 1d4+4 Slashing

SPELLCASTING

SPELLCASTING CLASS

Circle of Dreams

SPELLCASTING ABILITY

Wisdom

SPELL SAVE DC

16

SPELLCASTING BONUS

+8

0 CANTRIPS

Druidcraft

Shape Water

Produce Flame

LEVEL 1 SPELLS

SLOTS 4

Absorb Elements

Animal Friendship

Beast Bond

Charm Person

Create or Destroy Water

Cure Wounds

Detect Magic

Detect Poison and Disease

Earth Tremor

Entangle

Faerie Fire

Fog Cloud

Goodberry

Healing Word

Ice knife

Jump

Longstrider

Protection from Evil and Good

Purify Food and Drink

Snare

Speak with Animals

Thunderwave

Wild Cunning

LEVEL 2 SPELLS

SLOTS 3

Animal Messenger

Augury

Barkskin

Beast Sense

Continual Flame

Darkvision

Dust Devil

Earthbind

Enlarge/Reduce

Flame Blade

Flaming Sphere

Gust of Wind

Healing Spirit

Heat Metal

Hold Person

Lesser Restoration

Locate Animals or Plants

Locate Object

Moonbeam

Pass Without Trace

Protection from Poison

Spike Growth

Summon Beast

Warding Wind

LEVEL 3 SPELLS

SLOTS 3

Aura of Vitality

Call Lighning

Conjure Animals

Daylight

Dispel Magic

Elemental Weapon

Erupting Earth

Feign Death

Flame Arrows

Meld into Stone

Plant Growth

Protection from Energy

Revivify

Sleet Storm

Speak with Plants

Summon Fey

Tidal Wave

Wail of Water

Water Breathing

Water Walk

Wind Wall

LEVEL 4 SPELLS

SLOTS 3

Blight

Charm Monster

Confusion

Conjure Minor Elementals

Conjure Woodland Beings

Control Water

Dominate Beast

Elemental Bane

Freedom of Movement

Giant Insect

Grasping Vine

Guardian of Nature

Hallucinatory Tarrain

Ice Storm

Locate Creature

Polymorph

Stone Shape

Stoneskin

Summon Elemental

Wall of Fire

Watery Sphere

LEVEL 5 SPELLS

SLOTS 2

Antilife Shell

Awaken

Commune with Nature

Cone of Cold

Conjure Elemental

Contagion

Control Winds

Freedom of the Winds

Geas

Greater Restoration

Insect Plague

Malestrom

Mass Cure Wounds

Planar Binding

Scrying

Summon Draconic Spirit

Transmute Rock

Tree Stride

Wall of Stone

Wrath of Nature

LEVEL 6 SPELLS

SLOTS 0

N/A

LEVEL 7 SPELLS

SLOTS 0

N/A

LEVEL 8 SPELLS

SLOTS 0

N/A

LEVEL 9 SPELLS

SLOTS 0

N/A

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