| ⚪ | 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 |
| 🛡️ | 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 |
| 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 |
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?
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:
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.
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.
Level 1 Spell
⟨1 Action ⟩
(Instantaneous )
>Touch >
⦓Verbal, Somatic, Material⦔
You gain +2 Constitution.
You gain +1 to two Ability Scores.
As a student of natural magic, you have learned to cast spells.
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.
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.
Level 1 Spell
⟨1 Action ⟩
(Concentration, up to 1 minute )
>90 feet >
⦓Verbal, Somatic⦔
Level 1 Spell
⟨1 Action ⟩
(Concentration, up to 1 minute )
>60 feet >
⦓Verbal⦔
Level 1 Spell
⟨1 Action ⟩
(1 minute )
>Touch >
⦓Verbal, Somatic, Material⦔
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.
Level 2 Spell
⟨1 Action⟩
(Until dispelled)
>Touch>
⦓Verbal, Somatic, Material⦔
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.
Level 2 Spell
⟨1 Action⟩
(Concentration, up to 10 minutes)
>Self>
⦓Verbal, Somatic, Material⦔
Level 2 Spell
⟨1 Action⟩
(Concentration, up to 1 hour)
>90 feet>
⦓Verbal, Somatic, Material⦔
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.
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.
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.
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.
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:
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.
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.
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.
Level 7 Spell
⟨1 Action⟩
(Concentration, up to 1 minute)
>100 feet>
⦓Verbal, Somatic, Material⦔
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.