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Ceboyus

Rachisan Druid

Ceboyus - Rachisan Druid (1st to 3rd Level Cheat Sheet)


FRONT PAGE: Core Capabilities & Class Features

  • Name: Ceboyus
  • Class & Subclass: Druid (Elementalist Subclass)
  • Lineage & Heritage: Rachisan (Cottage Heritage, Rachisan Lineage)
  • Background & Talent: Healer (Field Medic)
  • Spellcasting Ability: Wisdom (WIS)

Lineage, Heritage & Background Talents

  • Hybrid Humanoid (Rachisan Lineage): You are primarily a Humanoid, but your vegetable characteristics give you traits in common with Plants. You have advantage on saves against being paralyzed, petrified, and effects that would cause you to suffer levels of exhaustion.
  • Green Thumb (Rachisan Lineage): When you make an ability check to identify, cultivate, or otherwise interact with plants (not Plant creatures), you can roll a d8 and add the result to the check. In addition, your movement isn’t reduced when passing through areas of difficult terrain created by magical or nonmagical plant growth (you suffer damage or other penalties as normal).
  • Natural Adaptation (Rachisan Lineage): You have inherited one of the following traits, determined by what kind of plant characteristics you want your character to have:
    • Alliumite. You have traits in common with allium vegetables, such as garlic, leek, and onion. You might have a bulbous head, long stalks for hair, or stems as your beard. If you are wounded by a piercing or slashing weapon attack, you can use your reaction to emit irritating chemicals into the air. When you do so, each creature within 10 feet of you must succeed on a CON save (DC 10 + your PB) or be blinded until the start of its next turn. Once used, you can’t use this trait again until you finish a long rest.
  • Comforts of Home (Cottage Heritage): As part of a long rest, you can cook a meal, tell stories, or perform some other activity that comforts your allies. Choose a number of creatures who participated in the long rest equal to your PB (this can include you). Those creatures gain temporary HP equal to twice your PB. These temporary HP last until expended or until you complete your next long rest.
  • Homesteader (Cottage Heritage): Proficiency in the Nature skill.
  • Field Medicine (Cottage Background Talent):
    • When you make a WIS (Medicine) check, treat any d20 roll of 9 or lower as though you rolled a 10.
    • As an action, you can tend to the wounds of a creature you can see and touch. When you do, the creature regains a number of hit points equal to your PB + their CON modifier. A creature healed in this way can’t receive the benefits of this feature again until it finishes a short or long rest.
    • When you spend hit dice to regain hit points during a short rest, you can reroll a number of dice equal to your PB and must take the new result.

Class & Subclass Features (Levels 1–3)

  • Druidic (1st-Level Druid Feature): You know Druidic, the secret language of druids. You can speak the language and use a system of natural elements to leave hidden messages that only other druids will understand. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful WIS (Perception) check but can’t decipher it without magic.
  • Nature's Gift (1st-Level Druid Feature): Spend a bonus action and one of your daily uses to heal a creature within 5 feet of you, rolling a number of d4s equal to your proficiency bonus. This healing, which does not affect Constructs or Undead, is replenished after you complete a long rest.
  • Spellcasting (1st-Level Druid Feature): Cast Divine spells using Wisdom. You prepare a number of of spells equal to your WIS plus your level between long rests.
  • Wild Shape (2nd-Level Druid Feature): You gain the ability to channel energy directly from nature to produce effects beyond spells. You can use your Wild Shape feature once until you finish a short or long rest.
    • Wild Shape: Beast Form Use your action to transform into one of the following beasts: Lizard (4 HP), Constrictor Snake (24 HP), Wolf (14 HP).
    • Wild Shape: Draw Power Use your action to restore a single primordial spell slot with a circle equal to or less than your PB.
  • Elemental Convergence: You learn one cantrip from the following list: acid splash, electric jolt, firebolt, hoarfrost, ray of frost, or shocking grasp. You can change this cantrip on long rest. When you deal damage with this cantrip you deal additional damage of the spell's type equal to your PB. acid, cold, fire, lightning, or thunder damage, you can choose for any number of those damage dice to be damage of one of the other types.
  • Wild Shape: Elemental Conduit As a bonus action, expend a wild shape charge to become a living conduit of the elemental planes. You remain in this form for 10 minutes or until you dismiss it (no action required), are incapacitated, or die. As a reaction while the conduit is active, you can produce one of the following effects.
    • Elemental Absorption: When you take acid, cold, fire, lightning, or thunder damage you are resistant to that type of damage until the start of your next turn.
    • Elemental Empowerment: When you deal acid, cold, fire, lightning, or thunder damage you can choose to reroll a number of damage dice equal to your WIS mod (min 1). You must use the new rolls.
    • Elemental Enervation: When a creature you can see within 30 feet of you succeed's on a save against a spell or effect that deals acid, cold, fire, lightning, or thunder damage, you can force the creature to re-roll the save and they must use the new result.

Ceboyus

BACK PAGE: Weapon Options & Spells

Weapon Options (Save DC 12)

  • Hamstring (Scimitar): Make an attack roll with this weapon. On a hit, the target’s base movement speed is reduced by 10 feet for 1 minute. A creature’s speed can’t be reduced by more than 10 feet with this weapon option. A creature within 5 feet of the target can take an action to tend the wound with a successful WIS (Medicine) check (against your weapon option DC), ending the effect on the target. The effect also ends if the target receives any magical healing.

Spell List

WIS is your spellcasting modifier.

Cantrips

  • Dancing Lights: Create four torch-sized lights that you can move around as a bonus action on your turn.
  • Firebolt: Hurl a mote of fire at an object up to 120 feet away for 1d10 damage.
  • Invigorate: Give a creature temporary hit points equal to 1d10 + WIS for 1 round.
  • Resistance: Grant a creature d4 to their next save of choice before or after making the save.

1st-Circle Spells

  • Burning Hands: Deals 3d6 fire damage in a 15-foot cone, igniting flammable objects.
  • Coiled Strike: Touch a willing creature and grant them an additional reaction to perform an opportunity attack (not against the same creature).
  • Create or Destroy Water: Create up to 10 gallons of clean water or destroy up to 10 gallons of water within range.
  • Elemental Burst: Deal 2d8 cold, fire, lightning, or thunder damage to a 5 foot radius
  • Thunderwave: Shoot a wave of thunderous force 15-foot cube ahead dealing 2d8 thunder damage to creatures caught in the blast.

2nd-Circle Spells

  • Acid Arrow: Fire an acidic arrow at a target that deals 4d4 acid damage and if it hits deals an additional 2d4 acid damage at the end of the target's next turn.
  • Barkskin: Touch a willing creature and their AC can't be less than 16 for the duration.
  • Gust of Wind: Conjure a line of strong wind 60 feet long and 10 feet wide that blasts from you for the duration, knocking over creatures and impeding their movement.
  • Shatter: Each creature in a 10-foot radius sphere is subjected to a sudden painfully loud ringing noise that deals 3d8 thunder damage.

Ritual Spells

  • Cornucopia (1st-Circle): Conjure a meal for six that takes 1 hour to consume granting 1 day of sustenance and 1d8 temporary HP.
  • Circle of Stones (2nd-Circle): Spend 8-hours imbuing up to four placed crystals with defensive magic, causing them to launch at non-designated creatures that enter their 30-foot range for 1d6 bludgeoning damage each.