Gen Legend



Luccianaldo Falcienazzo Tarom
Etternet

The Moonlight Diamond Of Port Royal

Level 8 Druid ,Circle of the Sea

Gnome Guide

True Neutral
Medium size
They
⚜️ PB: + 3
💚 HP: 82
💟 HP Dice: 8D8
🛡️ AC: 18
👢 Speed: 30
🦾

Strength
14 (+2)

🥢

Dexterity
16 (+3)

🫀

Constitution
18 (+4)

🧩

Intelligence
8 (-1)

🦉

Wisdom
18 (+4)

🎭

Charisma
14 (+2)

Skills

Athletics (STR)

2

Acrobatics (DEX)

3

Sleight of Hand (DEX)

3

Stealth (DEX)

6

Arcana (INT)

-1

History (INT)

-1

Investigation (INT)

-1

Nature (INT)

-1

Religion (INT)

-1

Animal Handling (WIS)

7

Insight (WIS)

4

Medicine (WIS)

7

Perception (WIS)

4

Survival (WIS)

7

Deception (CHA)

2

Intimidation (CHA)

2

Performance (CHA)

2

Persuasion (CHA)

2

Passive Perception: 14

Saving Throws

STR: +2
DEX: +3
CON: +4
INT: +2
WIS: +7
CHA: +2

Proficiencies

  • ✔️ Herbalism Kit
  • ✔️ Cartographer's Tools
  • ✔️ Simple Weapons
  • ✔️ Martial Weapons
  • ✔️ Shields
  • ✔️ Light Armor
  • ✔️ Medium Armor

Languages

Common
Common Sign Language
Druidic
Gnomish

Equipment

🛡️ Scale Mail (Weight: 50 lbs, Value: 45 gp, Quantity: 1, Rarity: Common), AC: 16, Armor Type: Medium
⚔️ None
🏹 None
Quarterstaff: 1D6+2 Bludgeoning, Bludgeoning.ToppleVersatile (1d8).
🤚 Shield (Weight: 6 lbs, Value: 10 gp, Quantity: 1, Rarity: Common)
☑️ Spear 3 gp

Bag

Potion of Healing x1 0.5 lbs 50 gp
Scroll of Fireball x1 0.2 lbs 100 gp
Rope x1 10 lbs 1 gp
Torch x5 1 lbs 1 gp
Backpack x1 5 lbs 2 gp
Torch x3 1 lbs 0.1 gp
Waterskin x1 2 lbs 2 gp
Rations x5 2 lbs 1 gp
Rope x1 1 lbs 1 gp
Cartographer's Tools x1 6 lbs 15 gp
Herbalism Kit x1 3 lbs 5 gp

Purse

💰 169 gp

Backstory

The story of The Moonlight Diamond Of Port Royal

A traveler from beyond the United Isles, The Moonlight Diamond Of Port Royal journeys across realms.
Once a simple Guide, Luccianaldo is now traveling the world as The Moonlight Diamond Of Port Royal, a well known Druid. Luccianaldo is now in search of remnants of the the floating isles of Whizzlebang, crashed from the sky. Thus the tale begins: what do you want to do now?

Darkvision (60 ft)

You can see in darkness within 60 feet as if it were dim light.

Gnomish Cunning

You have advantage on INT, WIS, and CHA saving throws.

Tinker

You can craft tiny clockwork devices with magical effects (e.g., music box, lighter, toy).

Rock Gnome Lineage

You know the *Mending* and *Prestidigitation* cantrips. You can create magical clockwork devices. Intelligence is your spellcasting ability.

Pathfinder

You can always find safe routes through the wilderness and locate food, water, or shelter.

Magic Initiate (Druid)

You learn two cantrips and one 1st-level spell from the Druid list (shown once you take the feat). You can cast the 1st-level spell once without a spell slot and regain that use after a Long Rest.Gained Spells:

Mending

Cantrip

⟨1 minute⟩
(Instantaneous)
>Touch>
⦓Verbal, Somatic, Material (two Lodestones).⦔

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such an object.

Elementalism

Cantrip

⟨Action⟩
(Instantaneous)
>30 feet>
⦓Verbal, Somatic⦔

You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Goodberry

Level 1 Spell

⟨1 Action ⟩
(Instantaneous )
>Touch >
⦓Verbal, Somatic, Material⦔

You can cast the 1st-level spell in this list once per Long Rest.
Wisdom is your spellcasting ability for these spells.

Primal Order: Warden

Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

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.

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. 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 Wild Shape

You can use Wild Shape 3 times. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Known Forms of Wild Shape

You know four Beast forms for Wild Shapes chosen from among Beast stat blocks that have a maximum Challenge Rating of 1. You can adopt a form that has a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

Wild Shape: Rules While Transformed

While in a Wildshape form, you retain your personality, memories, and ability to speak.

Wild Shape Temporary Hit Points.

When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Wild Shape 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 Bonus 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 Beast's stat block.

Wild Shape Spellcasting

You can't cast spells while in Wild Shape. You can maintain concentration on spells casted before your transformation.

Wild Shape Equipment.

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.

Circle of the Sea: Wrath of the Sea

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms.
As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

Circle of the Sea Spells

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.
🌊 Fog Cloud
🌊 Gust of Wind
🌊 Ray of Frost
🌊 Shatter
🌊 Thunderwave
🌊 Lightning Bolt
🌊 Water Breathing
🌊 Control Water
🌊 Ice Storm Bolt

Circle of the Sea

You gain the subclass features of the Circle of the Sea.

Increased Constitution

You gain +2 Constitution.

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.

Elemental Fury: Potent Spellcasting.

The might of the elements flows through you. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Increased Scores

You gain +1 to two Ability Scores.

Druid Spellcasting

As a student of natural magic, you have learned to cast spells.

Spell Slots:

Level 1: 4
Level 2: 3
Level 3: 3
Level 4: 2
You regain all expended slots when you finish a Long Rest.



Spell Save DC:

15

Spell Attack Bonus:

+7

SpellBook

You may prepare 12 spells whenever you finish a Long Rest, that you can use at any moment, from your book of spells:
  • 【0】Mending
  • 【0】Resistance
  • 【1】Entangle
  • 【1】Faerie Fire
  • 【1】Jump
  • 〖2〗Animal Messenger
  • 〖2〗Continual Flame
  • 【2】Hold Person
  • 【2】Locate Object
  • 〖2〗Summon Beast
  • 【3】Aura of Vitality
  • 【3】Daylight
  • 【3】Dispel Magic
  • 【4】Blight
  • 〖5〗Greater Restoration
  • 【6】Heroes' Feast
  • 〖6〗Wind Walk
  • 【7】Mirage Arcane
  • 【7】Reverse Gravity
  • 〖8〗Earthquake

Arcane Focus

You can use an Arcane Focus (such as a wand or scepter), as a Spellcasting Focus for your Druid spells.

Mending

Cantrip

⟨1 minute⟩
(Instantaneous)
>Touch>
⦓Verbal, Somatic, Material (two Lodestones).⦔

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such an object.

Resistance

Cantrip

⟨Action⟩
(Concentration: (Concentration, up to 1 minute)
>Touch>
⦓V, S, M (a miniature cloak)⦔

You bolster a creature, allowing it to add 1d4 to one saving throw before the spell ends.

Entangle

Level 1 Spell

⟨1 Action ⟩
(Concentration, up to 1 minute )
>90 feet >
⦓Verbal, Somatic⦔

Faerie Fire

Level 1 Spell

⟨1 Action ⟩
(Concentration, up to 1 minute )
>60 feet >
⦓Verbal⦔

Jump

Level 1 Spell

⟨1 Action ⟩
(1 minute )
>Touch >
⦓Verbal, Somatic, Material⦔

Animal Messenger

Level 2 Spell

⟨Action⟩
(24 hours)
>30 feet>
⦓Verbal, Somatic, Material (a morsel of food)⦔

A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
Using a Higher-Level Spell Slot. The spell's duration increases by 48 hours for each spell slot level above 2.

Continual Flame

Level 2 Spell

⟨1 Action⟩
(Until dispelled)
>Touch>
⦓Verbal, Somatic, Material⦔

Hold Person

Level 2 Spell

⟨Action⟩
(Concentration: (1 minute)
>60 feet>
⦓Verbal, Somatic, Material (a straight piece of iron)⦔

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Locate Object

Level 2 Spell

⟨1 Action⟩
(Concentration, up to 10 minutes)
>Self>
⦓Verbal, Somatic, Material⦔

Summon Beast

Level 2 Spell

⟨1 Action⟩
(Concentration, up to 1 hour)
>90 feet>
⦓Verbal, Somatic, Material⦔

Aura of Vitality

Level 3 Spell

⟨Action⟩
(Concentration: (Up to 1 minute)
>Self>
⦓Verbal⦔

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Daylight

Level 3 Spell

⟨Action⟩
(1 hour)
>60 feet>
⦓V, S⦔

You create a 60-foot-radius sphere of bright light that dispels lower-level darkness. The light can be moved if centred on an object you carry.

Dispel Magic

Level 3 Spell

⟨Action⟩
(Instantaneous)
>120 feet>
⦓V, S⦔

Choose a creature, object, or effect. Any spell of 3rd level or lower ends, and higher-level spells require an ability check to dispel.

Blight

Level 4 Spell

⟨Action⟩
(Instantaneous)
>30 feet>
⦓Verbal, Somatic.⦔

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Greater Restoration

Level 5 Spell

⟨Action⟩
(Instantaneous)
>Touch>
⦓Verbal, Somatic, Material (diamond dust worth 100+ GP, which the spell consumes)⦔

You touch a creature and magically remove one of the following effects from it:

  • 1 Exhaustion level
  • The Charmed or Petrified condition.
  • A curse, including the target's Attunement to a cursed magic item.
  • Any reduction to one of the target's ability scores
  • Any reduction to the target's Hit Point maximum.

Heroes' Feast

Level 6 Spell

⟨10 Minutes⟩
(Instantaneous)
>Self>
⦓Verbal, Somatic, Material (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)⦔

You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points.

Wind Walk

Level 6 Spell

⟨1 minute⟩
(8 hours)
>30 feet>
⦓V, S, M (a bit of smoke)⦔

Up to ten creatures transform into clouds, gaining a flying speed of 300 feet and resistance to nonmagical damage while in gas form.

Mirage Arcane

Level 7 Spell

⟨10 Minutes⟩
(10 days)
>Sight>
⦓Verbal, Somatic⦔

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Reverse Gravity

Level 7 Spell

⟨1 Action⟩
(Concentration, up to 1 minute)
>100 feet>
⦓Verbal, Somatic, Material⦔

Earthquake

Level 8 Spell

⟨Action⟩
(Concentration: (Concentration, up to 1 minute)
>500 feet>
⦓V, S, M (a bit of dirt and clay in a small leather bag)⦔

You shake ground in a 100-foot radius, creating difficult terrain, fissures, and collapsing structures each round the spell persists.