Race: DevilboundGnome
Class: Circle of the Moon Druid (30)
Alignment: Lawful Evil
Languages: Common, Gnome, Druidic, Dwarvish, Primordial, Celestial, Draconic, Abyssal, Deep Speech
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Proficiencies
-All armor
-Shields
-Clubs, daggers, darts, javelins, maces, quarterstaff, scimitars, sickles, slings, spears
-Herbalism kit
Backstory
He has lived in the forest on his own since 11 years old. He has gone to different towns looking for a wife of is fitting. Once met a vegan and began attacking them with his scimitar until knocked unconscious and arrested. Soon realized that he has an adoptive wood elf sister and that is why his parents left
Features
-3ft
-45 pounds
-Small
-Darkvision 60ft
-Hates vegans
-Gnome Cunning: ADV on all INT, WIS, CHAR saves
-Speak with small or smaller beasts
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Legendary Features
Keen Senses: You have advantage on Perception checks made using your choice of smell, sight or hearing (You choose when gaining this feature) Naturally Talented: You gain proficiency in 2 skills of your choice
STATS
HP: 473
AC: 34
Movement: 25ft
Initiative: +2
PB: +9
Spell Attack: +16
Spell Save: 24
PassWIS: 24
STATS
STR: 11 (+0)
DEX: 14 (+2)
CON: 18 (+4)
INT: 22 (+6)
WIS: 25 (+7)
CHA: 12 (+1)
Saving Throws
STR: +0
DEX: +2
CON: +4
INT: +15
WIS: +16
CHA: +1
ADV on INT, WIS, CHA against magic
Skills
Nature: +15
Animal Handling: +15
2 ADV Perception: +16
2 ADV Insight: +16
Survival: +15
Medicine: +16
Arcana: +24
Persuasion: +19
Investigation: +15
History: +15
Religion: +15
Attacks:
Steelskin Mimic: +11 to hit; 5ft; Magical 1d8 slashing + STR + 2d4 acid damage
Laughing Luna: +13 to hit; 5ft; Magical 2d8+2+2 slashing +
Day: 2d10 radiant, Night: 2d10 necrotic
Wings of Chaos: +20 to hit; 5ft, 30ft; Magical 5d6+12 slashing + 2d8 psychic + 2d8 necrotic damage
Spell slots:
1st level: 4
2nd level: 3
3rd level: 3
4th level: 3
5th level: 3
6th level: 3
7th level: 3
8th level: 3
9th level: 2
10th level: 1
11th level: 1
12th level: 1
Beneficial: Fire
Immune: Petrification, Frightened, Poison, Cold
Resistance: Necrotic, Hellfire, nonmagical attacks that aren't silvered
Vulnerabilities:Â
Eldritch Invocations
Feats
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
Heavily Armored
Increase your Strength score by 1, to a maximum of 20. You gain proficiency with heavy armor
Iron Minded
You are immune to the charmed and frightened conditions
Decorated Form
Prerequisite: 21st level
Your form is much more advanced than the forms of many other druids. You gain two Primeval Boons of your choice (Normally druids do not receive the Primeval Boon feature until 22th level, but you receive it now) These boons do not count against your boons possessed
War Form
Prerequisite: 21st level
You gain the Wild Restoration combat trait, which is detailed below for ease of use: As a bonus action, you may expend a spell slot of 1st level or higher. Your Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points. You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability
Primeval Might
Prerequisite: 23rd level
Your forms natural weapons grow stronger. Your Primeval Forms natural weapons gain a bonus to their attack and damage rolls equal to half your proficiency bonus (Rounded up)
Persistent Form
Prerequisite: 25th level
Your form is everlasting. You may remain in your Primeval Form even if it is reduced to 0 HP, however you still suffer the excess damage to your normal forms HP. Whenever you would suffer damage while at 0 HP in your Primeval Form, that damage is instead dealt to your normal form. If your normal form is reduced to 0 HP, you revert to your normal form and fall unconscious as normal. Additionally, if you are in your normal form and your primeval form is at 0 HP, you may enter it anyway, using the rules above
Savage State
Prerequisite: 27th level
Your transformative abilities grow more powerful. You are considered to be permanently under the effects of the Alter Self spell. This effect is nonmagical and does not require concentration
Accelerated Recovery
Prerequisite: 30th level
Your form is always ready. Whenever your Primeval Form would regain hit points, you can cause it to regain double the amount it normally would've recovered. You may do so a number of times equal to your Druid modifier (Minimum of 1) You regain all expended uses upon completing a long rest
Class actions
Actions
Wild Shape: You can use an action or bonus action to turn into an animal twice with a CR of your druid level/3
Wild Companion: You can summon an animal using the Find Familiar spell, the animal will be a Fey and disappears in half your druid level hours later
Elemental Wild Shape: you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental
Primeval Form: Zenith Form
Bonus Actions
Wild Shape: You can use an action or bonus action to turn into an animal twice with a CR of your druid level/3
Combat Wild Shape: When transformed in an animal, you can regain 1d8 hp per level of spells slot expended
Wild Restoration: expend a spell slot of 1st level or higher. Your Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points. You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability
Reactions
Free Action
Thousand Forms: Can cast Alter Self at will
Beast Spells: You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components
Primeval Form: At the start of your turn (No action required) You may either enter or exit your Primeval Form, this effect is magical. Your statistics are replaced with that of your Primeval Forms (The options for which can be found later in this document) except you retain your Intelligence, Wisdom and Charisma scores, all of your proficiencies and any special senses. You are also still capable of speech while in this form. Whenever you would receive magical healing, you may distribute it amongst your Primeval Form and you regular hit points as you wish
Class Passives
Primal Strike: When transformed, your attacks are now magical attacks
Arch-druid: Unlimited amount of wild shapes and can ignore the verbal and somatic components of druid spells
2xResilient Body: Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Druid level, your maximum HP increases by an additional 3 HP
Wild Restoration: As a bonus action, you may expend a spell slot of 1st level or higher. Your Form regains 1d8 + Your Druid modifier hit points if the spell slot was 1st level. For each level beyond the 1st, this restores an additional 1d8 hit points. You may use this while in either your normal form or primeval form, however only your primeval form regains the hit points from this ability
Primeval Might: Your Primeval Forms natural weapons gain a bonus to their attack and damage rolls equal to half your proficiency bonus (Rounded up)
Rules of Nature: Form Attack. When you take the attack action on your turn and attack with your Primeval Forms natural weapons, you may make an additional attack with one of these natural weapons as apart of the same action.
Rampaging Affinity. When you use your action to make an attack with your Affinity Attack, you may make an additional attack with your Affinity Attack as apart of the same action. When you reach certain levels in this class, the number of attacks you can make as part of your action increases; at 26th level (3 attacks), at 27th level (4 attacks), at 28th level (5 attacks) and at 29th level (6 attacks)
Persistent Form: Your form is everlasting. You may remain in your Primeval Form even if it is reduced to 0 HP, however you still suffer the excess damage to your normal forms HP. Whenever you would suffer damage while at 0 HP in your Primeval Form, that damage is instead dealt to your normal form. If your normal form is reduced to 0 HP, you revert to your normal form and fall unconscious as normal. Additionally, if you are in your normal form and your primeval form is at 0 HP, you may enter it anyway, using the rules above
Skirmisher: When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Primeval Boons
Spit Poison
As an action or in place of two attacks, you may force a creature within 30-feet of you to make a Dexterity saving throw. On a failed saving throw, they suffer 4d8 poison damage and are blinded until the end of your next turn
Strider
Your forms innate movement speeds increase by 10-feet (This does not increase any movement speeds gained from Primeval Boons) You may select this boon multiple times
Web Born
While in contact with a web, you know the exact location of all other creatures in contact with the same web. Additionally, you ignore movement restrictions caused by webbing
Web Launch
Once per round when you would make an attack, you can make a ranged weapon attack against a creature within 60 feet of you (To hit is PB + Forms Dexterity modifier) on a hit, the target is Restrained. As an action, a restrained creature may make a Strength saving throw against your druid DC to escape. The webbing can also be attacked and destroyed (10 AC and 5 HP; vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage)
Nature Affinity
Affinity of the Plains
Blades of Grass
Affinity Attack. You suddenly raise daggerlike blades of grass from the ground in a 15-foot cone in front of you. All creatures caught within the cone must succeed on a Dexterity saving throw or suffer 1d8 + Druid modifier magical piercing damage on a failed saving throw, or half as much on a successful one. Creatures more than 5-feet above solid ground are unaffected by this attack. The ground this attack affects is considered difficult terrain until the start of your next turn.
Empower. For every level of spell slot expended, this deals an additional 1d8 piercing damage.
Field Walker
Lands Gift
You ignore magical and nonmagical difficult terrain made of plants or other sources of nature. This includes the difficult terrain created by your Blades of Grass affinity attack.
Verdant Abode
Terrain Empowerment
Finally, you gain a variety of benefits while within a plains environment. This could be any area classified as a grassland region, or simply large stretches of open fields.
Beast Sense. You are aware of the exact location of every beast within a number of feet of you equal to 5 times your
Druid level. You are able to identify what species of beast it is using this feature.
Nomads Journey. You are able to travel at a fast pace without suffering a penalty to your passive perception, and you can travel up to 16 hours without needing to make a saving throw against exhaustion.
Ready for Anything. You gain a +1 bonus to Initiative checks for every 2 Druid levels you have above lv20.
Primeval Druid
While not transformed by your Primeval Shape, it recovers 20 HP at the start of each of your turns (This does not affect your Lesser Shape) When you use your action to cast a Druid spell, you may use your bonus action to make a number of Affinity Attacks equal to half the amount you normally can (Rounded down, minimum of 1. If you could normally make 4 affinity attacks, this feature allows you to make 2 as a bonus action) As an action, you may exchange one Primeval Boon you possess for another.
Item actions
Actions
Spirit Mount: Take out the saddle and go on top of it, it will turn into a creature that fits it personality and traits to yours
Soulkeeper: Absorb a soul of a fallen enemy to be used
Control Undead: As an action, any undead within 30ft of you, you can control if they fails the WIS saving throw unless they are being controlled by someone else
Hades' Gaze: As an action, you can target one creature you can see within 60 feet. The target must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability can be used once per long rest
Blaze of Sovereignty: As an action, you can summon a column of fire at a point you can see within 60 feet. Each creature in a 10-foot radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw, taking 10d20 fire damage on a failed save, or half as much damage on a successful one. This ability can be used once per long rest
Bonus Actions
Paragon Stone: Depending on the amount of stones you have, you can recover spell slots that equal to the amount of stones you have
Not That Attack: You can use your bonus action to second guess your attack and make a different one (if you miss an attack, you can reroll it)
Rebirth Power: Spend 3 souls to cast either revivify, resurrection or spend 10 souls to cast True resurrection or unleash your lv d4s in a wave of fire that is a 30ft cone, 120 degrees
Chaos a flight: Make the Wings of Chaos to take flight and be able to atack enemies 30ft away from you
Fire Aura: You can activate the Hellfire Aura. For the next minute, any creature that starts its turn within 10 feet of you takes fire damage equal to your Charisma modifier (minimum of 1). This ability can be used once per short or long rest
Drawn to Fire: Use a bonus action to teleport anywhere that is within 5ft of fire or flame oncer per long rest
Reactions
Don't Hit ME: You are able to provide an additional +2 AC to yourself using a reaction and have advantage for DEX saves
Free Action
Sin Ring, Weapon: Summon the weapon of this ring
Vital Soul: Spend 1 soul when you are brought to 0hp to come back with a 1/4 of your max hp
Item Passives
Laughing Luna: Day: Be able to sense good within 60ft, speak with plants with no spell slots, Night: Be able to sense evil within 60ft, speak with dead with no spell slots
Armor of the Revenant: If you fail 3 death saves, you come back at half your max hp but now undead which gives you : -1 CHA, +1 CON (Both stats Permanent), +3 AC instead of +1, ADV on intimidation, DISADV persuasion. The effect can only be reversed by Wish or True Resurrection
Infernal Command: While attuned to the Infernal Sovereign Helm, you can communicate telepathically with any fiend within 120 feet. Additionally, you have advantage on Charisma (Intimidation) checks against fiends
DEMON SLAYER: Thunder Breathing
1st form: Thunderclap and Flash- Increase movement speed by 3 times and the target can't use a reaction when hit by an attack with extra 2d6 lightning damage
2nd form: Rice Spirit- 5 arched slashes accompanied by 4d8 lightning in quick succession, each doing 1d10 lighting damage if they hit the target
3rd form: Thunder Swarm- surrounds the enemy with waves of arched lightning and attacks them from all directions. Must succeed DEX save against your Spell Save DC with extra 4d8 lightning
4th form: Distant Thunder- generates a ball of electricity that releases waves of strong multi-directional lightning bolts from afar. 100ft range, 6d10 lighting damage
5th form: Heat Lightning- unleashes a long-ranged upward sword slash accompanied by lightning, 60ft range, weapon damage + 4d12 lighting damage
6th form: Rumble and Flash- releases a series of powerful long-ranged lightning attacks that strike his opponent from afar. 120ft range, 7d12 lighting damage
7th form: Honoikazuchi no Kami (Flaming Thunder God)- The user dashes forward at blinding speeds and unleashes a singular forward slash at a low stance, which is seemingly accompanied by a yellow Japanese dragon shaped like a lightning bolt. Increase movement speed by 5 times, and the target can't use a reaction when hit by an attack, 8d12 slashing damage + 5d12 lighting damage
JJBA: Silver Chariot
Strength: 18 (+4)
Dexterity: 20 (+5)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)
AC: 22 (Natural Armor)
HP: Equal to half of the user's maximum HP.
Speed: 40 ft.
Stand User Bond: While within 60 feet of the Stand, You can command Silver Chariot mentally. You command Silver Chariot to take an action, or Silver Chariot can take its own action independently.
Stand Manifestation: When Silver Chariot is summoned once per day for 1 minute, You gains the following benefits:
Advantage on Dexterity saving throws.
Resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Rapier Mastery: Silver Chariot is proficient with rapiers and gains a +2 bonus to attack rolls made with them.
Multiattack: Silver Chariot makes two attacks with its rapier.
Rapier Attack:
Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 10d8+5 piercing damage.
Armor Removal: Silver Chariot can remove its armor as a bonus action, increasing its Dexterity by 2 (to 22) but reducing its AC by 4 (to 18). This state lasts until Silver Chariot decides to re-equip the armor, which also takes a bonus action.
Afterimage: When Silver Chariot is not wearing its armor, it can use its reaction to create an afterimage to dodge an attack, imposing disadvantage on the attack roll. This can be used a number of times equal to your Charisma modifier (minimum of 1), and all uses are regained after a long rest.
Fencing Flurry (Recharge 5-6): Silver Chariot makes a flurry of rapid attacks. It makes four rapier attacks against a single target.
Reflection Slash: If Silver Chariot is targeted by a ranged attack that it can see, it can use its reaction to deflect the attack back at the attacker. The attacker must make a Dexterity saving throw (DC 25) or take damage as if they were hit by their own attack.
Equipment
Leggings
Boots
Class Features
Drudic, Spellcasting
Wild shape, Drudic circle, Wild companion
Wild shape improvement
Drudic circle Feature
Wild shape improvement
Timeless Body
Beast Spells
Subclass Features
Combat Wild forms, Circle forms
Primal Strike
Elemental Wild Shape
Thousand Forms
Combat Theme
Notice: This will change over time, money won't be as up to date, and skills not mentioned just takes their stats modifier
If you feel like somethings wrong, it shouldn't be, I took 5hrs on this and did my research