Sogiya

Tortle Druid 5 (8000 / 14000 xp)
Str
16
+3
Dex
8
-1
Con
14
+2
Int
12
+1
Wis
16
+3
Cha
8
-1
Proficiency Bonus: +3
Saving Throw: Int, Wis
Skill: Athletics, Medicine, Nature, Religion, Survival
Tool: Cook's utensils, Herbalism kit, Mason's tools
Language: Common, aquan, druidic
Weapon: club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear
Armor: light, medium, shields
Max HP: 38
Hit Dice
d8
Death Saves
Current HP
Temp HP
Standard Equipment

JavelinShield

AC
19
Move
30
    Actions
    Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft. Hit: 1d6 + 3 piercing damage.
    Claws

    Your claws are natural weapons, which you can use to make unarmed strikes for 1d4 + 3 slashing damage.

    Natural Armor

    Your shell provides a base AC of 17. Your Dexterity modifier does not affect your AC, and you gain no benefit from wearing armor.

    War Caster
    • You have advantage on Constitution saving throws to maintain concentration.
    • You can perform the somatic components of spells even when you have a weapon or shield in one or both hands.
    • When a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a spell instead of making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
    Shell Defense

    Action. You withdraw into your shell. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While you are in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

    Halo of Spores

    Reaction. You are surrounded by invisible, necrotic spores. When a creature you can see moves into a space within 10 ft. or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to it unless it succeeds on a DC 14 Constitution saving throw.

    Symbiotic Entity

    Action. Expend a use of your Wild Shape feature to awaken your spores. You gain 20 temporary hit points for 10 minutes, or until you expend another use of Wild Shape. While you have any of these temporary hit points:

    • Your Halo of Spores deals 2d4 necrotic damage instead of 1d4.
    • Your melee weapon attacks deal an extra 1d6 poison damage.
    Hold Breath

    You can hold your breath for 1 hour.

    Druid Spellcasting
    Spellcasting Ability:
    Wis
    Spell Attack Modifier:
    +6
    Saving Throw DC:
    14
    Spell Slots
    1st
    2nd
    3rd
    Concentration
    Preparation

    You always have blindness/deafness, gentle repose, animate dead, and gaseous form prepared. After a long rest, you can prepare any 8 spells from the druid spell list.

    Ritual Casting

    You can cast a prepared druid spell with the ritual tag as a ritual.

    Wild Shape

    Action. You assume the shape of a beast with a CR of 1/2 or lower that doesn't have a flying speed. You can stay in this form for 2 hours. You then revert to your normal form unless you expend another use of Wild Shape. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed:

    Inventory
    Javelin (4)
    Wooden shield
    Backpack
    Bedroll
    Cook's utensils
    Herbalism kit
    Mason's tools
    Tinker's tools
    Traveler's clothes
    Chalk
    Candle
    Scroll case
    Crowbar
    Fishing tackle
    Flask
    Mess kit
    Steel mirror
    Piton (10)
    Rations (10)
    Hemp rope (50 ft.)
    Tinderbox
    Torch (10)
    Waterskin
    Potion of healing
    pp
    gp
    123
    sp
    77
    cp
    31
    Attunement
    1.
    2.
    3.
    Staff of flowers
    Totem
    Wooden stake
    String
    Small knife
    Shovel
    Spell Actions
    Chill Touch
    cantrip
    Mold Earth
    cantrip
    Primal Savagery
    cantrip
    Thunderclap
    cantrip
    Animal Friendship
    1st
    Beast Bond
    1st
    conc.
    Charm Person
    1st
    Create or Destroy Water
    1st
    Cure Wounds
    1st
    Detect Magic
    1st
    conc., ritual
    Detect Poison and Disease
    1st
    conc.
    Earth Tremor
    1st
    Entangle
    1st
    conc.
    Faerie Fire
    1st
    conc.
    Fog Cloud
    1st
    conc.
    Goodberry
    1st
    Ice Knife
    1st
    Jump
    1st
    Longstrider
    1st
    Purify Food and Drink
    1st
    ritual
    Speak With Animals
    1st
    ritual
    Thunderwave
    1st
    Animal Messenger
    2nd
    ritual
    Barkskin
    2nd
    conc.
    Beast Sense
    2nd
    conc., ritual
    Blindness/deafness
    2nd
    Darkvision
    2nd
    Dust Devil
    2nd
    conc.
    Earthbind
    2nd
    conc.
    Enhance Ability
    2nd
    conc.
    Find Traps
    2nd
    Flaming Sphere
    2nd
    conc.
    Gentle Repose
    2nd
    ritual
    Gust of Wind
    2nd
    conc.
    Heat Metal
    2nd
    conc.
    Hold Person
    2nd
    conc.
    Lesser Restoration
    2nd
    Locate Animals or Plants
    2nd
    ritual
    Locate Object
    2nd
    conc.
    Moonbeam
    2nd
    conc.
    Pass Without Trace
    2nd
    conc.
    Protection from Poison
    2nd
    Skywrite
    2nd
    conc., ritual
    Spike Growth
    2nd
    conc.
    Warding Wind
    2nd
    conc.
    Call Lightning
    3rd
    conc.
    Conjure Animals
    3rd
    conc.
    Daylight
    3rd
    Dispel Magic
    3rd
    Erupting Earth
    3rd
    Feign Death
    3rd
    ritual
    Flame Arrows
    3rd
    conc.
    Gaseous Form
    3rd
    conc.
    Meld Into Stone
    3rd
    ritual
    Plant Growth
    3rd
    Protection from Energy
    3rd
    conc.
    Sleet Storm
    3rd
    conc.
    Speak With Plants
    3rd
    Tidal Wave
    3rd
    Wall of Water
    3rd
    conc.
    Water Breathing
    3rd
    ritual
    Water Walk
    3rd
    ritual
    Wind Wall
    3rd
    conc.
    Reactions
    Absorb Elements
    1st
    Bonus Actions
    Healing Word
    1st
    Flame Blade
    2nd
    conc.
    Healing Spirit
    2nd
    conc.
    Non-Combat Spells
    Snare
    1st
    Animate Dead
    3rd