Skill |
Ability |
Score
|
Acrobatics |
DEX |
+1
|
Animal Handling |
WIS |
+5
|
Arcana |
INT |
-1
|
Athletics |
STR |
+1
|
Deception |
CHA |
+2
|
History |
INT |
-1
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
+2
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+3
|
Nature |
INT |
-1
|
Perception |
WIS |
+5
|
Performance |
CHA |
+2
|
Persuasion |
CHA |
+2
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+1
|
Stealth |
DEX |
+1
|
Survival |
WIS |
+5
|
|
Languages
Class and Background Abilities
- Armor: Light and medium armor, shields (druids will not wear armor or use shields made of metal)
- Weapons: Simple weapons, Dwarf weapons
- Awakened Mind: Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
- Star Map: You've created a star map as part of your study of the heavens. The map is a scroll of living wood that aligns with heavenly bodies to track solar storms and meteor showers and is a tiny object which can serve as a spellcasting focus for your druid spells. If you lose your map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map. While holding this map, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
- You can cast guiding bolt without expending a spell slot. You can do so 2 (proficiency bonus) times per long rest.
- Wild Shape (2/short rest): no flying or swimming
- Wild Companion: You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after 1 hour (half your druid level, rounded down).
- Starry Form: As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body takes on a luminous, star-like quality; your joints glimmer like stars, and glowing lines connect them as on a star chart of the Zodiac. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes or until you're incapacitated.
- Druid: The constellation of the Druid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + 3 (WIS modifier).
- Warrior: The constellation of the Warrior appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + 3 (WIS modifier).
- Dragon: The constellation of the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Race Abilities
- Your speed is not reduced by wearing heavy armor. (No heavy armor proficiency though)
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Dwarven Resilience: You have advantage on saving throws against being poisoned, and you have resistance against poison damage.
- Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool Proficiency: You gain proficiency with brewer's supplies
- Stonecunning: Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
- Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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