Bazsi

To DOs!!!

  1. Tedd magadévá a DND Beyond-on a karaktered.

  2. Válassz egy backgroundot innen: Background list -> magyarul is fent van - oldal sáv menü zászlócska

    • a választott backgroundban lesz felsorolva 3 ability (STR, DEX, CON, INT, WIS vagy CHA)
      • vagy válaszd mind3at és 1-el megnövekedik az adott 3 ability score 1-el
      • vagy válassz 1-et amit 2-vel és 1-et amit 1-el növelsz
Gergő Tipp ha szabad:

A Druidodhoz eléggé illik a Hermit, esetleg Acolyte vagy Guide. Mind3-ban van amúgy Wisdom amit 1-el növelve 16-ra tudsz húzni és akkor már +3 a modifier dobásoknál. (lehet 17-re is ha a wisdomot növeled 2-vel, de az még mindig +2 de közel leszel a 18hoz már ami majd egyszer +3 lehet)

  1. Druid Spellek kiválasztása
  1. Class specifikus dolgok választása:
Gergő Tipp ha szabad:

a wardent javaslom, hogy kicsit jobb legyen a védelmed meg ha akarsz tudj bemenni harcolni is a varázslás meg majd a macivá válás mellett. A magician is okés ha teljesen varázslósabb irányba akarsz menni, de akkor nem javaslom h beljebb menj majd harcolni mert könnyen leütnek ember formádban :D

  1. Mivel ember vagy ezért neked kell faji dolgokat is választani többet - az ember a legáltalánosabb faj ezért a szabályok megengedik h mégjobban magadévá formáld h különbözz teis + legyen jó dolgaid :)
Gergő Tipp ha szabad

Lucky - ez baromi hasznos tud lenni -> kapsz level 1en 2 luck pontot - bármikor elköltheted h Advantage-et adj magadnak (két kockával guritasz és a magasabbat veszed) vagy disadvantage-et adj valakinek
Tough - plusz életet kapsz minden szintlépésnél - azon felül amit alapból kapsz
Musician - ez fun meg roleplaybe jó - lehet hangszered és restek alatt Inspirationt adhatsz annak aki hallja - ez jó dolog ha valami dobás nem tetszik újra dobhatja akinek van ilyen (mivel ember vagy neked minden Long Rest után fog járni alapból egy ilyen)


Overview


Core Stats

Stat Value
Hit Points 11
Armor Class (AC) 12
Proficiency Bonus +2
Initiative +1
Speed 30 ft.
Passive Perception 13

Ability Scores

Ability Score Modifier
Strength 15 +2
Dexterity 12 +1
Constitution 17 +3
Intelligence 12 +1
Wisdom 16 +3
Charisma 9 -1

Skills

Ability Skill Proficient Modifier
DEX Acrobatics [ ] +1
WIS Animal Handling [ ] +3
INT Arcana [ X ] +6
STR Athletics [ ] +2
CHA Deception [ ] -1
INT History [ ] +1
WIS Insight [ ] +3
CHA Intimidation [ ] -1
INT Investigation [ ] +1
WIS Medicine [ X ] +5
INT Nature [ X ] +6
WIS Perception [ ] +3
CHA Performance [ ] -1
CHA Persuasion [ ] -1
INT Religion [ X ] +3
DEX Sleight of Hand [ ] +1
DEX Stealth [ ] +1
WIS Survival [ X ] +5

Saving Throws

Ability Proficient Modifier
Strength [ ] +2
Dexterity [ ] +1
Constitution [ ] +3
Intelligence [ X ] +3
Wisdom [ X ] +5
Charisma [ ] -1

Proficencies & Training


Species Abilities

Resourceful:

  • You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful:

  • You gain proficiency in one skill of your choice.

Versatile:

  • You gain an Origin feat of your choice.


Class Abilities

Level 1

Spellcasting

You can cast Druid spells, drawing magic from nature.

  • Spell Slots: Use spell slots shown on the Druid table (regain all on a Long Rest).
  • Prepared Spells: You prepare a limited number of Druid spells each day.
    • Start with 4 level 1 spells and 2 Cantrips
    • Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip
    • You can swap 1 prepared spell after each Long Rest.
  • Spellcasting Ability: Wisdom
  • Spellcasting Focus: You can use a Druidic Focus.
Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

  • Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

  • Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Level 2

Wild Shape

As a Bonus Action, you transform into a known Beast form.

  • Duration: Hours = half your Druid level (or until you change back)
  • Uses: 2 uses; regain 1 on a Short Rest, all on a Long Rest
  • Known Forms: Choose a limited number of Beast forms (CR and number increase with level)
  • Restrictions: No spellcasting while transformed (Concentration continues)
  • Combat: Gain Temporary HP = your Druid level
Selectable Forms:
Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.


Feats

FEAT

Attacks & Weapons

Weapon Attack Bonus / DC Damage Range Note
Quarterstaff +4 (Str mod + prof mod) 1d6 + Str mod (one hand)
1d8 + Str mod (two-handed)
5 ft. Melee Verstile

Equipment

Worn / Equipped

Inventory


Spellcasting (if applicable)

Known / Prepared Spells

Cantrip

Level 1