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Tessa Temen

4 Level (0/6500 XP for level-up) Dreaming Mercy: Beasts Background Nephilim Race / Species / Heritage Alignment
Druid
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
12
+1
DEX
9
-1
CON
12
+1
INT
14
+2
WIS
17
+3
CHA
10
+0
31
Hit Points
-1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+1 Constitution
+4 Intelligence
+5 Wisdom
+0 Charisma
saving throws
-1 Acrobatics DEX
+5 Animal Handling WIS
+6 Arcana INT
+1 Athletics STR
+0 Deception CHA
+2 History INT
+5 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 STR 1d6+1 Bludgeoning
Attacks

Spell Book

Dreaming Mercy(Beasts)
-----------------
Death Shepards/ The Guards of Fólkvangr Gates

Leader: Melli-Rán Whitecrest Azria De Atta; Melli, The Dove of Eilohiem
Ambassador: WIP(Aka Looking for one)
Knight: WIP(Aka Looking for one)
------------
Origin Skills:
Choose one from Animal handling, Survival, Nature, Performance, or Persuasion and, learn one language of Drudic or Westmarch
---------------
Faction Loyalty 1
Conjure Your Beasts:

You learn the Find Familiar spell, and the first time you cast it (bonus action) you don't consume a spell slot. This spell doesn't count against your number of spells known. When you cast the spell, you can summon up to two Familiars of your choice but they cannot be the same form.
—--------------------

Faction Loyalty 2 @ lv 3
The Gate’s Feywilds
As a bonus action you summon the light of the Fólkvangr Gates to empower each active familiar giving special effects for 10 rounds in combat or 5 Minutes out of combat.You can do this twice per long rest.

Bat: You and your Familiars can use a bonus action on your turn to gain blindsight out to a distance of 30 feet while you are not deafened.

Cat: When you and your Familiars land after jumping or falling, you can use your reaction to reduce falling damage to 0.

Crab: While summoned, you and your Familiars gain Unarmored Defense where your AC equals 10 + your Dexterity modifier + Wisdom Mod.
Frog: You and your Familiars gain Freedom of Movement and Jump up to your Movement Speed.

Hawk: You and your Familiars have advantage on Wisdom checks and Saves.
Lizard: You and your Familiars have resistance to Fire, Poison, and acid damage.

Octopus: While you and a Familiar have advantage on Strength checks and Saves.

Owl: You and your Familiars have advantage on Intelligence checks and Saves.

Poisonous Snake: You and your Familiars have advantage on Constitution checks and Saves.

Quipper: You and your Familiars have a swim speed of 30 feet and gain Water Breathing.

Rat: You and your Familiars can double your movement speed as a reaction.

Raven: You and your Familiars have advantage on Charisma Checks and Saves.

Sea Horse: You grow one size bigger.

Spider: You and your familiars have a climbing speed of 30 feet.

Weasel: You and your Familiars have advantage on Dexterity Checks and Saves.
—----------------

Faction Loyalty 3
A Shepard's Service
Each of your Familiars carries one bandolier either for Scrolls or Potions. Once familiars are summoned, your magic can transfer the respective items you carry to their bandoliers, up to a Max of 3 items per Familiar. Allies and yourself can use an item interaction to grab the potion or the familiar can use their action to give the item on the bandolier.

Familiar Awakening
As a bonus action you may summon your familiars via the Find Familiar spell or buff your active familiars gaining 20 additional Max Hp and 10 Temp hp. Also this activates The Gate’s Feywilds through the same action. You may do this once per long rest.


Star Map
At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

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 a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the 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.


Starry Form
At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus 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 becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer 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 + your Wisdom modifier.

Chalice. A constellation of a life-giving goblet 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 + your Wisdom modifier.

Dragon. A constellation of a wise 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.
Cosmic Omen

When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

FEATS
Skill expert: +1 in one ability (WIS), proficiency in one skill (animal handling) and expertise in one other in which you have proficiency (arcana).


When in half-dragon form:
+25 max HP
20 base AC
1 additional max-level spell slot
This can be activated twice per season

Features & Traits
Leather Armor (AC 11)

1 potion from mori made from a scorching ash root grown with an emerald
3 light potions blessed by the beast black - used for healing if knock twice, otherwise it's for mana

Sleeping roll
Rope 50ft
Flint

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 625, Platinum: 0 Money
CANTRIPS
Guidance
Mending
Primal Savagery

LV 1 (starting count of spells at 1st level: 3)
Absorb Elements
Healing Word
Cure Wounds
Earth Tremor
Detect Magic
Find Familiar (faction bonus spell)
Speak with Animals



Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Spellcasting
LANGUAGES
Celestial
Common
Druidic

Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism kit


Languages & Proficiencies
Nephilim
----------------------
Ability Score Increase
Your Charisma score increases by 2, and your Wisdom score increases by 1.

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.

Healing Kiss
A creature you kiss as a bonus action regains a number of hit points equal to 1d8 + your Level + your Charisma modifier and has advantage on their next attack roll, ability check or saving throw for the next minute. This has no effect on undead or constructs. You may use this trait once, regaining use after completing a long rest.

Newfound Faith
You are proficient in either the Religion or the Insight skill.

Fiendish Origin
You are resistant to fire damage.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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