
Operative
Ary
Primary Briefing
Ary is an elf, a druid, and exists beyond the standards of gender or sexuality, being able to change any as desired. They travel the world and love to learn as many stories and meet as many people as possible. Ary has a strange connection with nature, beyond their druidic essence, as they feel a certain disillusionment with it. Despite this, they have slowly reconciled with nature, learning to appreciate the world's shades of gray rather than just its blacks.
Though their adventurous spirit drives them to explore the world, they currently reside in the church of Nu'Vharak. While they do not explicitly follow Him, they share His ideals in their own way. Despite being somewhat shy, Ary always tries to get along with others as much as possible. Additionally, they have traveled across almost the entire world and know of places few others have ever seen. You may find Ary wandering among the strangest people in the city, learning about their stories.
They are the co-creator, next to Nicolás Furioso, to the Furiosa S.L. company. If interested on buying "special experiencies" Ary will always be open to let you try some of their product.
Player Name: Noah
Discord Name: @noahtasticx
Character Name: Ary
Species: Elf (Drow)
Class: Druid +6 (Moon)
Background: Farmer
1st Faction Choice:
2nd Faction Choice:
3rd Faction Choice:
Deity: Eldarionne
Imported Mechanics
Species, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
§FarmerBackground
- Ability Scores:. Strength, Constitution, Wisdom
- Feat:. Tough
- Skill Proficiencies:. Animal Handling, Nature
- Tool Proficiency:. Carpenter's Tools
- Equipment:. Choose A or B: (A) Sickle, Carpenter's Tools, Healer's Kit, Iron Pot, Shovel, 30 GP; or (B) 50 GP
Druid
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Wild Shape | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1st | +2 | Druidic; Primal Order; Spellcasting | — | 2 | 4 |
| 2nd | +2 | Wild Companion; Wild Shape | 2 | 2 | 5 |
| 3rd | +2 | Druid Subclass | 2 | 2 | 6 |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 7 |
| 5th | +3 | Wild Resurgence | 2 | 3 | 9 |
| 6th | +3 | Subclass Feature | 3 | 3 | 10 |
| 7th | +3 | Elemental Fury | 3 | 3 | 11 |
| 8th | +3 | Ability Score Improvement | 3 | 3 | 12 |
| 9th | +4 | — | 3 | 3 | 14 |
| 10th | +4 | Subclass Feature | 3 | 4 | 15 |
| 11th | +4 | — | 3 | 4 | 16 |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 16 |
| 13th | +5 | — | 3 | 4 | 17 |
| 14th | +5 | Subclass Feature | 3 | 4 | 17 |
| 15th | +5 | Improved Elemental Fury | 3 | 4 | 18 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 18 |
| 17th | +6 | — | 4 | 4 | 19 |
| 18th | +6 | Beast Spells | 4 | 4 | 20 |
| 19th | +6 | Epic Boon | 4 | 4 | 21 |
| 20th | +6 | Archdruid | 4 | 4 | 22 |
Spell Slots per Spell Level
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 2 | — | — | — | — | — | — | — | — |
| 2nd | 3 | — | — | — | — | — | — | — | — |
| 3rd | 4 | 2 | — | — | — | — | — | — | — |
| 4th | 4 | 3 | — | — | — | — | — | — | — |
| 5th | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Features
Level 1: Druidic
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
Level 1: Primal Order
You have dedicated yourself to one of the following sacred roles of your choice.
Magician
You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
Warden
Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
Level 1: Spellcasting
You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.
Cantrips
You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
Spell Slots
The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus
You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
Level 2: Wild Companion
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
Level 2: Wild Shape
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses
You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Known Forms
You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Beast Shapes
| Druid Level | Known Forms | Max CR | Fly Speed |
|---|---|---|---|
| 2 | 4 | 1/4 | No |
| 4 | 6 | 1/2 | No |
| 8 | 8 | 1 | Yes |
Rules While Shape-Shifted
While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
- Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
- Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
- No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
- Objects. Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
Level 5: Wild Resurgence
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.
Circle of the Moon (Druid)
Level
Features
Source
3rd
Circle Forms, Circle of the Moon, Circle of the Moon Spells
XPHB
6th
Improved Circle Forms
XPHB
10th
Moonlight Step
XPHB
14th
Lunar Form
XPHB
Level 3: Circle Forms
You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.
Level 3: Circle of the Moon
Adopt Animal Forms to Guard the Wilds
Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.
Level 3: Circle of the Moon Spells
When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you're in a Wild Shape form.
Level 6: Improved Circle Forms
While in a Wild Shape form, you gain the following benefits.
Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.