Armor Class: 14 (Studded leather)

Hit Points: 130 (20d8 +40)

Speed: 35ft (11,5m / 7 sqr)

Proficiency: +6


STR

8 (-1)

DEX

15 (+2)

CON

14 (+2)

INT

10 (+0)

WIS

16 (+3)

CHA

12 (+1)

STR

8 (-1)

DEX

15 (+2)

CON

14 (+2)

INT

10 (+0)

WIS

16 (+3)

CHA

12 (+1)


Skills: Perception +9 Nature +6 Survival +9

Challenge: 12 (8400 XP)


Racial Features

Ability Modifiers: +2 Dex, +1 Wis

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision: 60ft (18m / 12sqr)

Trance: meditate for 4 hours instead of sleep.

Keen Senses: proficiency in the Perception skill.

Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow.

Mask of the Wild: can atempt to hide in foliage or natural climate phenomena.

Languages: speaks Common and Elvish.


Special Abilities

Verdant Keeper: Due to his connection with nature the Warden can cast a ritual that can greatly increase the growth of a animal or a plant. For each hour focusing the ritual, the creature grows 10% of its expected livespawn. Wardens usually retires themselves to regrow a entire region with months of work.
Animal Friend: As an action the Warden can charm a small or smaller animal to follow some simple orders. The creature must succeed on a WIS saving throw agains the Warden spellcasting CD. On a failure the warden can give a simple order with 5 or less words. The creature will only obbey the order if it didn't show any kind of danger to itself. The charm effect lasts for one day. The warden can charm a number of creatures equal to its WIS.
Wild Shape: Once per day as an action the Warden can magically assume the shape of a beast that he has seen before. The creature must have a maximum CR of 1/4 and no flying or swimming speed. Same rules as Druid Wild Shape.

Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 2 (1d6 -1 ) bludgeoning damage.

Properties: Versatile (1d8),


Spells

Spellcasting. the Warden is an 20th-level druid. Its spellcasting ability is Wisdom (spell save DC 17, to hit with spell attacks +9)

Cantrips (at will): Shillelagh, Mending, Resistance, Druidcraft, Produce Flame,

1st level (4 slots): Jump, Entangle, Goodberry,

2nd level (3 slots): Protection from Poison, Enhance Ability, Darkness,

3rd level (3 slots): Meld into Stone, Wind Wall, Speak with Plants,

4th level (3 slots): Ice Storm, Polymorph, Control Water, Giant Insect, Greater Invisibility, Conjure Woodland Beings,

5th level (3 slots): Mass Cure Wounds, Reincarnate,

6th level (2 slots): Transport via Plants,

7th level (2 slots): Regenerate, Plane Shift,

8th level (1 slots): Sunburst, Animal Shapes,

9th level (1 slots): True Resurrection, Foresight,

Click here to see spells descriptions (external tool)

Character created at rpgtinker.com

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