Character
Equennoct DRUID
Has a troubled relationship with metal
Is ironically not a furry
Passes for both a humanoid and a horse simultaneously
Likes to skin things
Serves as a pseudo-cleric to Selune
13
STR
+1
10
DEX
+0
16
CON
+3
14
INT
+2
22
WIS
+6
8
CHA
-1
Level
14
AC
21
Speed
30 ft
Max
HP
124
Size
Medium
Age
???
Skills: Athletics, Nature, Insight, Medicine, Survival (Expertise)
Saves: Intelligence, Wisdom
Lore
From the faintest of memories, all Equinn could remember was that he emerged from the smoldering, shattered remnants of a cargo wagon. By some twist of fate or perhaps the straightening of it, the carriage was struck by lightning, and it careened into a mystical grove. The electrical surge awoke the biomechanical being and its organic core resonated with its lush surroundings. For a number of weeks, it wandered the wilderness exploring itself and the forest. One night, it glimpsed the shimmering image of the moon on the lake within the grove and was entranced by its glow. It bathed in the moonlight and moonlit waters and then he heard the resonant voice of the goddess Selune. She spoke of cycles and balances and order, and of maintaining them. Little did he know she was speaking of the balances he had upset in a different era of his life. Before he practiced tilling soil and laying carcasses to rest, he hid the bodies slain behind enemy lines. Before tanning hides and harvesting plants he performed autopsies on unwilling participants. Before becoming a druid of Selune, he was [insert important bad guy group here]. Circumstances have rendered him unable to remember what he did, but the trees seldom forget. Like all scars, deeds never disappear, they only grow to become more than what we wanted or less of who we’ll be.
“An order broken must be remade,
and a cycle ended renewed.
What has been lost has not yet decayed,
What has blossomed cannot be subdued.
Behind blade and blood and bark,
Dwells hidden a forgotten spark,
Only when awakened can peace displace the feud.”
-Selune’s Riddle
Additional Notes: The significance of “Equinox” being his namesake stems from the idea of duality. Sun and Moon live in the same cycle and an Equinox is the time of year when day and night are exactly the same length, and thus balanced. Opposite yet undoubtedly similar.
Abilities & Traits
Lunatic HB
Once a month on the night of the new moon, Equinn reverses principles and seeks to destroy forestry and plant life. Once a month on the night of a full moon, Equinn, develops temporary floraphillia.
Constructed Resilience
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.
Primal Strike
Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Combat Wild Shape
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.
Circle Forms
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.
Elemental Wild Shape (10)
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.
Thousand Forms (14)
You have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Beast Spells & Timeless Body (18)
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 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.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape
Wild Shape
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.
(Bonus action to change elements once per Wild Shape)