Profile
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 |
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Armour |
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Weapons |
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Other |
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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
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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