Profile
- Inxori "Ori"
- She/Her
- 28 | 5'9
- Tiefling (Asmodeus)
- ISFP-T | Chaotic Neutral
- May 23rd
- Bisexual
- Clay
- Companion
- 17 | 3'6 | Donkey
- Braum
- Mentor
- 57 | 5'7 | Human Druid
- ENFP-A
- WIP
- WIP
- WIP
- WIP
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Personality + General Info
A druid and travelling con artist with a love for weird knick-knacks. She goes from place to place, leaving when she feels she's outstayed her welcome. Loves gambling and selling people harmless garbage for a pretty penny - she'd say she's never had an unhappy customer. She's got a sense of humour, but won't take shit, and although she's snarky and sarcastic, she's rarely mean.
Despite her outward attitude, she's quite skittish, and does her best to avoid real danger or conflict. Hates fights, and never wants to hurt anyone - although she will fiercely defend those (few) she cares about. Would much rather sit back and watch the world burn than light it up herself.
She has a lot of self-image issues from her childhood, as well as an intrinsic mistrust of other tieflings. She grew up in a rural town with a deep disdain for tieflings, living alone with her human mother and never knowing her father, where she had... a time. Keeps everyone at a distance, and can be cruel in an attempt to push someone away if she feels she's getting too attached. Prefers the company of animals over people. Is lonelier than she'd like to admit.
- Favourites
- Her donkey <3
- Shiny rocks
- Nature
- People watching
- Small/confined spaces
- Boats (she gets seasick)
- Hurting people
- Being complimented
Notes:
- Select Braid (over shoulder) to see her back scar
- She rarely wears her armour - generally just the tail blade as a statement, if anything.
Notes:
- Select Braid (over shoulder) to see her back scar
- She rarely wears her armour - generally just the tail blade as a statement, if anything.
Inventory
- +0Strength
- +1Dexterity
- +1Constitution
- +5Intelligence
- +7Wisdom
- +4Charisma
- +1Acrobatics
- +8Animal Handling
- +1Arcana
- +0Athletics
- +8Deception
- +1History
- +4Insight
- +4Intimidation
- +1Investigation
- +4Medicine
- +5Nature
- +4Perception
- +4Performance
- +4Persuasion
- +1Religion
- +5Sleight of Hand
- +1Stealth
- +4Survival
- Languages: Common, Druidic
- Weapons & Armour: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Other: Herbalism Kit, Disguise Kit, Forgery Kit
Name | +Atk | Damage |
---|---|---|
Sickle | +4 | 1d4 slashing |
Dagger | +5 | 1d4+1 piercing |
Tail Stabby | +5 | 1d4+1 piercing |
+8 | 2d6 piercing | |
+8 | 2d8 fire |
- Hellish Resistance: You have resistance to fire damage.
- Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
- Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Level | Max CR | Limitations |
---|---|---|
2nd | 1/4 | No flying or swimming speed |
4th | 1/2 | No flying speed |
8th | 1 | --- |
Starting at 2nd level, 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 in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
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.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma 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 in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
• 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 excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Circle Forms:
When you choose Circle of the Moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
- Combat Wild Shape:
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
- Primal Strike:
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Thorn Whip
- Casting Time: 1 action
- Range: 30 feet
- Components: Verbal, Somatic, Material (the stem of a plant with thorns)
- Duration: Instantaneous
- You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Produce Flame
- Casting Time: 1 action
- Range: 30 feet
- Components: Verbal, Somatic
- Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Thaumaturgy
- Casting Time: 1 action
- Range: 30 feet
- Components: Verbal
- Duration: 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Mending
- Casting Time: 1 minute
- Range: Touch
- Components: Verbal, Somatic, Material (Two lodestones)
- Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Hellish Rebuke
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
May only be cast once per long rest at the second level, without using a spell slot.
Darkness
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Material (bat fur + drop of pitch or piece of coal)
- Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
May only be cast once per long rest, without using a spell slot.
Speak With Animals
- Casting Time: 1 action
- Range: Self
- Components: Verbal, Somatic
- Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
May be cast as a ritual. The ritual version of the spell takes 10 minutes longer to cast than normal, and doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.
Cure Wounds
- Casting Time: 1 action
- Range: Touch
- Components: Verbal, Somatic
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Healing Word
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: Verbal
- Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Flame Blade
- Casting Time: 1 bonus action
- Range: Self
- Components: Verbal, Somatic, Material (a leaf of sumac)
- Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Enhance Ability
- Casting Time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (fur or a feather from a beast)
- Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
• Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
• Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
• Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
• Eagle’s Splendor. The target has advantage on Charisma checks.
• Fox’s Cunning. The target has advantage on Intelligence checks.
• Owl’s Wisdom. The target has advantage on Wisdom checks.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Bark Skin
- Casting Time: 1 action
- Range: Touch
- Components: Verbal, Somatic, Material (a handful of oak bark)
- Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Moonbeam
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic, Material (several seeds of any moonseed plant and a piece of opalescent feldspar)
- Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Call Lightning
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic
- Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Conjure Animals
- Casting Time: 1 action
- Range: 60 feet
- Components: Verbal, Somatic
- Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Dispel Magic
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic
- Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Control Water
- Casting Time: 1 action
- Range: 300 feet
- Components: Verbal, Somatic, Material (a drop of water and a pinch of dust)
- Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
• Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
• Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
• Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
• Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Wall of Fire
- Casting Time: 1 action
- Range: 120 feet
- Components: Verbal, Somatic, Material (a small piece of phosphorus)
- Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Brown Bear
- Armor Class: 11 (natural armor)
- Hit Points: 34 (4d10+12)
- Speed: 40 ft, climb 30 ft
- Skills: Perception +3
- Senses: Passive Perception 13
- Keen Smell: Advantage on Wisdom (Perception) checks that rely on smell.
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Actions:
Multiattack: The bear makes two attacks: one with its bite and one with its claws
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage
Wolf
- Armor Class: 13 (natural armor)
- Hit Points: 11 (2d8+2)
- Speed: 40 ft
- Skills: Perception +3, Stealth +4
- Senses: Passive Perception 13
- Keen Hearing and Smell: Advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics: Advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
- Actions: Bite: Melee Weapon Attack: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Cat
- Armor Class: 12
- Hit Points: 2 (1d4)
- Speed: 40 ft, climb 30 ft
- Skills: Perception +3, Stealth +4
- Senses: Passive Perception 13
- Keen Smell: Advantage on Wisdom (Perception) checks that rely on smell.
- Actions: Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage
Jackdaw
- Armor Class: 12
- Hit Points: 1 (1d4-1)
- Speed: 10 ft, fly 50 ft
- Skills: Perception +3
- Senses: Passive Perception 13
- Mimicry: The jackdaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
- Actions: Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage
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