+4: Medicine (Wis) -1: Nature (Int) +7: Perception (Wis) -1: Performance (Cha) -1: Persuasion (Cha) -1: Religion (Int) +2: Sleight of Hand (Dex) +2: Stealth (Dex) +7: Survival (Wis)
Background
Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry polar bear.
I judge people by their actions, not their words.
Ideals: The natural world is more important than all the constructs of civilization.
Bonds: Those who fight beside me are those worth dying for.
Flaws: I am slow to trust members of other races, tribes, and societies.
Treasured Item: The skin of Aatu the wolf.
Guiding Aspect: As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Mentor: Your mentor has appeared to you only in visions.
Wild Shape
Use an action to magically assume the shape of a beast that you have seen before. Use twice per short/long rest. Beasts Ulf can transform in at least:
Level
CR
Limitations
Beasts
2nd
0
No fly/swim
Badger, Cat, Deer, Rat, Spider
2nd
1/8
No fly/swim
Mastiff
2nd
1/4
No fly/swim
Boar, Draft Horse, Elk, Giant Badger, Riding Horse, Wolf
4nd
0
No fly
Frog
4nd
1/4
No fly
Giant Poisonous Snake
4nd
1/2
No fly
Black Bear, Warhorse
8nd
0
Bat, Eagle, Owl, Raven
8nd
1
Brown Bear, Dire Wolf, Giant Eagle, Giant Spider
You can stay in beast shape for 3 hours. Bonus Action to revert earlier.
While transformed:
Keep Int/Wis/Cha, alginment, personality, skill and saving throw proficiences, in addition to those of the creature.
Assume beast Hit Points and Hit Dice. IF you revert back you had HP you had before. If you Drop to 0 Hit Point, excess damage carries over to normal form.
Can't cast spells. Ability to speak or use hand is limited to capabilities of beast form. Can keep concentration and do actions on already cast spell.
You choose: Equipment falls to groud, merges or is worn by it if fits.
Features & Traits
Armor Proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears Tool Proficiencies: Herbalism kit, Leatherworker's tools Languages: Common, Druidic, Orc, Giant, Sylvan Druidic: You know Druidic (secret druids Language). Speak and use it to leave hidden messages. Automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Background Feature (Uthgardt Tribe Member): Familiar with the wilderness of the North; 2X food/water when foraging; hospitality of your tribe + allies Argynvost Aura: You gain +1 AC and +1 to all saving throws while you can feel the aura of Argynvost's spirit (included in stats block).
Circle of the Shepherd
Speech of the Woods: Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Spirit Totem: Call forth nature spirits. As a bonus action magically summon an incorporeal spirit to a point you can see within 60 feet. Spirit creates an aura with a 30-foot radius. As a bonus action you can move the spirit up to 60 feet. The spirit persists for 1 minute. Use once per short/long rest.
Bear Spirit:
When spirit appears, each creature of choice in the aura gains 12 temporary hit points. You and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit:
When a creature makes an attack roll against a target in the aura, use your reaction to grant advantage to that attack roll.
Wolf Spirit*:
When you cast a spell with a spell slot that restores hit points, each creature of your choice in the aura regains 7 hit points. You and your allies gain advantage on all ability checks to detect creatures in the aura.
* reflavored Unicorn to Wolf
Mighty Summoner: Any beast or fey summoned/created by your spells gains:
Its hit point maximum increases by 2 per Hit Die
The damage from its natural weapons is considered magical
Overview possible actions
Standard Action:
Cantrip | Spell | Wildshape | Move Moonbeam | Call Lightning again
Reaction (Attack of Opportunity):
Melee attack | Cantrip
Death saves
Successes:
Failures:
Scimitar (Melee Attack)
ATTACK
+5
DAMAGE
1d6+2
TYPE
Slash
RANGE
5 feet
Frostbite (Cantrip)
SPELL SAVE
Con 15
DAMAGE
2d6*
TYPE
Cold
RANGE
60 feet
* target has disadvantage on the next weapon attack roll
Primal Savagery (Cantrip)
MELEE SPELL A.
+7
DAMAGE
2d10*
TYPE
Acid
RANGE
5 feet
* teeth temporary sharpen and make a corrosive attack
Feats
War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Potion of Invulnerability (1 min Resistance to all dmg)
My pack
Thorndyke, Dwarf Mastermind Rogue/Fighter (Mark)
Iolas, Wool Elf Monster Slayer Ranger (Ferry)
Urgoth, Orc Eldritch Knight (Jeroen)
Lowna, Human War Magic Wizard (Stijn)
Dunstan, Human War Domain Cleric (Matthijs)
Ireena, Human Swashbuckler (Jake)
Druid Spells
Spells Prepared
11
Spellcasting Ability
Wisdom
Spell Save DC
15
Spell Attack Bonus
+7
Level 0 (∞ Spell Slots)
School
Cast time
Range
Comp.
Duration
Description
Druidcraft
trans
action
30 Feet
V, S
Instantaneous
predict weather; make flower blossom, seed pod open; make effects as falling leaves, puff of wind, sound of animal, odor of skunk; Light or snuff out candle/torch/small campfire
Frostbite (EE)
evoc
action
60 feet
V, S
Instantaneous
Con save. Hit: 2d6 cold dmg + disadvantage on next weapon attack roll.
Convince beast, with 3- Int, you mean no harm. Wis save or the beast is Charmed +1 beast/lvl
Charm Person
ench
action
30 feet
V, S
1 hour
Charm a humanoid you can see. Wis save. +1 creature/lvl
Create or Destroy Water
trans
action
30 feet
V, S, M
Instantaneous
Create or destroy 10 galleons (38 liter) water. +10 gallon/lvl
Cure Wounds
evo
action
touch
V, S
Instantaneous
Regain 1d8+4 hit points +1d8/lvl
Detect Magic (Ritual)
div
action
self
V, S
Conc (10 min)
Sense magic within 30 feet.
Detect Poison & Disease (R)
div
action
self
V, S, M
Conc (10 min)
Sense location of poison, poisonous creatures and diseases within 30 feet.
Sheet of Ice (Entangle)
conj
action
90 feet
V, S
Conc (1 min)
20-feet square. Ground covered with layer of ice->difficult terrain. Strength save or be restrained (feet frozen to ground). Use action for Strength check vs spell save DC to free itself.
Faerie Fire
evo
action
60 feet
V
Conc (1 min)
20-feet cube. Objects outlined in blue; Creatures Dex save or outlined => Adv on attacks rolls.
Fog Cloud
conj
action
120 feet
V, S
Conc (1 hour)
20-feet radius sphere of fog. Area heavily obscured. +20 feet radius/lvl
Goodberry
trans
action
touch
V, S, M
Instantaneous
Create 10 berries that restore 1 hit point + nourished. Action to eat. Can save them 24 hours.
Healing Word
evo
bonus act
60 feet
V
Instantaneous
Regain 1d4+4 hit points. +1d4/lvl
Ice Knife (EE)
conj
action
60 feet
S, M
Instantaneous
Ranged spell attack; Hit: 1d10 piercing. All in 5 feet range Dex save or 2d6 Cold dmg +1d6/lvl
Jump
trans
action
touch
V, S, M
1 min
Jump distance tripled
Longstrider
trans
action
touch
V, S, M
1 hour
Speed increases with 10 feet. +1 creature/lvl
Purify Food/Drink (Ritual)
trans
action
10 feet
V, S
Instantaneous
Nonmagical food and drink is purified (removes poison/diseases)
Speak w/ Animals (Ritual)
div
action
self
V, S
10 min
Comprehend and verbally communicate with beasts
Thunderwave
evo
action
Self
V, S
Instantaneous
15-foot cube. Con save or 2d8 thunder dmg + 10 feet push. Save: 1/2 dmg + no push +1d8/lvl
Level 2 (3 Spell Slots)
School
Cast time
Range
Comp.
Duration
Description
Animal Messenger (Ritual)
ench
action
30 feet
V, S, M
24 hours
Tiny beast delivers message up to 25 words. 50 miles (flying) or 25 miles +48 hour/lvl
Barkskin
trans
action
touch
V, S, M
Conc (1 hour)
Targets AC can't be less than 16, regardless of armor.
Beast Sense (Ritual)
div
action
touch
S
Conc (1 hour)
Use action to see through beast's eyes and hear what it hears.
Darkvision
trans
action
touch
V, S, M
8 hours
Gain darkvision out to a range of 60 feet
Enhance Ability
trans
action
touch
V, S, M
Conc (1 hour)
Give adv on ability checks on chosen ability (str/con/etc). +1 creature/lvl
Find Traps
div
action
120 feet
V, S
Instantanteous
Sense presence of traps within range and line of sight.
Flame Blade
evo
bonus act
self
V, S, M
Conc (10 min)
Scimitar sized fiery blade. Use action for melee spell attack. 3d6 fire dmg on hit. +1d6/2 lvl
Flaming Sphere
conj
action
60 feet
V, S, M
Conc (1 min)
5-foot-diameter sphere of fire. Creature ends within 5 feet dex save. 2d6 fire dmg or half on succes. Bonus action move up to 30 feet. Stops when hits creature and does dmg +1d6/lvl
Gust of Wind
evo
action
self
V, S, M
Conc (1 min)
Wind (60x10 feet) from you in direction. Str check or pushed 15 feet.
Heat Metal
trans
action
60 feet
V, S, M
Conc (1 min)
metal object red hot. 2d8 fire dmg. Bonus action to cause again. +1d8/lvl
Freeze Person (Hold Person)
ench
action
60 feet
V, S, M
Conc (1 min)
Humanoid you can see. Wis save or be paralyzed. Wis save end of each turn. +1 creature/lvl
Lesser Restoration
abj
action
touch
V, S
Instantanteous
End one disease or condition (blind, deaf, paralyzed, poisoned)
Locate Animals/Plants (R)
div
action
self
V, S, M
Instantanteous
Describe beast/plant. Get direction/distance to closest in 5 miles if present
Locate Object
div
action
self
V, S, M
Conc (10 min)
Describe familiar object. Sense direction if withing 1000 feet.
Moonbeam
evo
action
120 feet
V, S, M
Conc (1 min)
5-foot radius 40-foot-high cylinder. When entering or starting turn. do con save: 2d10 radiant dmg or half on success. Use action to move beam. +1d10/lvl
Pass Without Trace
abj
action
self
V, S, M
Conc (1 hour)
Each creature you chose within 30 feet gets +10 to Stealth checks + can't be tracked
10 feet tall 60-foot radius storm cloud 100 feet above (needs room for it). 5-feet radius lightning hit for 3d10 lightning dmg (dex save for half). Action to call lightning again. +1d10/lvl
Conjure Animals
conj
action
60 feet
V, S
Conc (1 hour)
Summon beasts (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8). Not doing 4 or 8 beasts because we don't want to slow down combat too much. See details PDF and grid PDF. x2 creatures/lvl 5
Daylight
evo
action
60 feet
V, S
1 hour
60-foot-radius sphere of light. Will dispell darkness
Dispel Magic
abj
action
120 feet
V, S
Instantanteous
Spell of 3rd level or lower ends. Higher level needs ability check. no check if <= spell level
Feign Death (Ritual)
necro
action
touch
V, S, M
1 hour
Put willing creature into a cataleptic state that is indistinguishable from death
Meld into Stone (Ritual)
trans
action
touch
V, S
8 hours
Step into stone
Plant Growth
trans
action
150 feet
V, S
Instantanteous
1 action: plants 100-foot radius thick/overgrown (4 feet movement for 1 foot move), can exclude area's of choice. 8 hours: enrich the land in half-mile radius
Protection from Energy
abj
action
touch
V, S
Conc (1 hour)
Resistance to dmg type of choice: acid, cold, fire, lightning or thunder
Sleet Storm
conj
action
150 feet
V, S, M
Conc (1 min)
freezing rain/sleet in 20-foot-tall cylinder with 40-foot radius. Heavily obscured + difficult terain. On entering or starting turn: Dex save of fall prone. Concentration check needed.
Speak with Plants
trans
action
self
V, S
10 min
Communicate with plants
Water Breathing (Ritual)
trans
action
30 feet
V, S, M
24 hours
Max 10 willing creatures ability to breathe under water
Water Walk (Ritual)
trans
action
30 feet
V, S, M
1 hour
Max 10 willing creatures can walk on water/acid/mud/snow/quicksand/lava.
Wind Wall
evo
action
120 feet
V, S, M
Conc (1 min)
Wall up to 50 feet long, 15 feet hight and 1 foot thick. When appears, creature in area 3d8 bludg dmg, str save for half
Level 4 (1 Spell Slots)
School
Cast time
Range
Comp.
Duration
Description
Blight
necro
action
30 feet
V, S
Instantaneous
Drain moisture and vitality from target. Con save or 8d8 necrotic dmg (half on miss). Undead/contruct immune. Magical plant disadvantage on Saving Throw. Plant dies. +1d8/lvl
Confusion
ench
action
90 feet
V, S, M
Conc (1 min)
Each creature in 10-foot-radius sphere, wisdom save or: Can't take reactions, roll 1d10 at start turn. 1: no action+random move; 2-6: no action+move; 7-8: melee attack random; 9-10: no effect. +5 feet radius/lvl
Conjure Minor Elementals
conj
1 min
90 feet
V, S
Conc (1 hour)
Summon Elementals (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8)
Conjure Woodland Beings
conj
action
60 feet
V, S, M
Conc (1 hour)
Summon fey creatures (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8)
Control Water
trans
1 action
300 feet
V, S, M
Conc (10 min)
Control water inside area that is a cube up to 100 feet on a side. Choose: Flood, Part Water, Redirect Flow, Whirlpool
Dominate Beast
ench
action
60 feet
V, S
Conc (1 min)
Creature does wis save or is charmed. If you/allies are fighting it, it has advantage. While charmed, command via telepathic link. Use action to take total control. Another save it it takes damage.
Freedom of Movement
abj
action
touch
V, S, M
1 hour
Movement unaffected by difficult terrain / spells / other magical effects. Use 5 feet movement to escape nonmagical restraints (manacels / grapple). Underwater no penalty attack/move.
Giant Insect
trans
action
30 feet
V, S
Conc (10 min)
Transform 10 centip. / 3 spiders / 5 wasps / 1 scorpion into giant versions. Obey your commands.
Grasping Vine
conj
bonus
30 feet
V, S
Conc (1 min)
Vine in unoccupied space. Can direct the vine to lash out at a creature within 30 feet. Dex save or pulled 20 feet toward vine. Direct to lash out as bonus action each turn.
Hallucinatory Terrain
illu
10 min
300 feet
V, S, M
24 hours
Make natural terrain in 150-foot cube look, sound, and smell like other sort of natural terrain.
Ice Storm
evo
action
300 feet
V, S, M
Instantaneous
20-foot-radius, 40-foot-high cylinder. dex save or take 2d8 bludg + 4d6 cold damage, half on success. Area is difficult terrain until the end of your next turn. +1d8/lvl
Locate Creature
div
action
self
V, S, M
Conc (1 hour)
Describe or name a damiliar creature. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you.
Polymorph
trans
action
60 feet
V, S, M
Conc (1 hour)
Transforms creature into a new form. Unwilling has wis save.
Stone Shape
trans
action
touch
V, S, M
Instantaneous
Form stone object of Medium size into any shape that suits your purpose.
Stoneskin
abj
action
touch
V, S, M
Conc (1 hour)
Makes flesh as hard as stone. Resistance to nonmagical bludg, pierc, and slash damage.
Wall of Fire
evo
action
120 feet
V, S, M
Conc (1 min)
Wall (60x20x1 feet) or Ring of fire (20 feet diam). In it 5d8 fire dmg (dex save for half). entering, or ending turn on 1 side within 10 feet -> 5d8 fire dmg. +1d8/lvl
Level 5 (0 Spell Slots)
School
Cast time
Range
Comp.
Duration
Description
Antilife Shell
abj
action
self
V, S
Conc (1 hour)
A shimmering barrier in a 10-foot radius and moves with you, nobody other than undead and constructs can enter.
Awaken
abj
8 hours
touch
V, S, M
Instantaneous
Also needs agata worth 1,000 gold. Awakens Huge or smaller beast or plant. Gaining 10 int and speaks, charmed for 30 days.
Commune with Nature
div
1 minute
self
V, S
Instantaneous
Become one with nature and gain knowledge of the surrounding territory. Outdoors 3 miles radius, underground 300 feet.
Conjure Elemental
conj
1 minute
90 feet
V, S, M
Conc (1 hour)
Conjure CR 5 elemental from 10-foot cube area of that element (fire/water/air/earth).
Contagion
necro
action
touch
V, S
7 days
Melee spell attack. On hit, inflict disease of choice. 3 con save success to recover, 3 con save failes to keep it for 7 days.
Geas
ench
1 minute
60 feet
V
30 days
Wis save or be charmed for duration. Takes 5d10 psychic dmg if not acting to instructions (max once/day). No suicide.
Greater Restoration
abj
action
touch
V, S, M
Instantaneous
Also needs diamond dust worth 100 gold. Reduce 1 exhaustion level, or end 1 effect: charm/petrify/curse/ability score reduction/max hp reduction.
Insect Plague
conj
action
300 feet
V, S, M
Conc (10 min)
20-foot-radius sphere con save or 4d10 pierc dmg (half on success). Also when entering or ending turn there.
Mass Cure Wounds
conj
action
60 feet
V, S
Instantaneous
Up to six creatures in 30-foot-radius sphere regain 3d8+4 hit points.
Planar Binding
abj
1 hour
60 feet
V, S, M
24 hours
Bind celestial/elemental/fey/fiend to your service. Cha save or bound to serve.
Reincarnate
trans
1 hour
touch
V, S, M
Instantaneous
Also needs rare oils and unguents worth 1,000 gold. (piece of) a dead humanoid, no longer dead than 10 days. Form a new adult body (roll for race) for it and then calls the soul to enter that body.
Scrying
abj
10 minutes
self
V, S, M
Conc (10 min)
Also needs focus worth 1,000 gold. See and hear a particular creature you choose that is on the same plane of existence as you.
Tree Stride
conj
action
self
V, S
Conc (1 min)
Enter tree and move from 1 to another within 500 feet.
Wall of Stone
evo
action
120 feet
V, S, M
Conc (10 min)
Solid stone wall. Ten 10x10 foot panels (6 inch thick).
Background story
From the North
Ulf was born in the shadow of the Reghed Glacier in the far North. He grew up as a member of the Tribe of the Elk. Life in the tundra was harsh and bitter. The only power they recognized was the power of a combat, and they worshiped tribal beast spirits.
Ulf wasn't as strong as most others within this barbarian tribe, and tried to compensate by fighting dexterous, and using his wisdom to avoid fights he couldn't win. He always had a good bond with animals and respected their spirits.
At the age of 16, during a 3-day hunting trip, they encountered a frost giant. A fight took place and Ulf got badly wounded. His surviving tribe members had to flee and left Ulf behind. They assumes he was dead.
Ulf lay on the ground in the freezing cold for hours. He was unconscious when a pack of gray wolves found him. For some reason they didn't eat him. The leader of that pack, a brown wolf, saw something in him and started to lick his wounds. The wolves dragged Ulf to their den. There Ulf started to get warmer and gained his consciousness. He wasn't sure why, but he felt the presence of the spirit of the brown wolf in his head. The connection was so strong that he stayed with the wolves even after he got his strength back. He wanted to find out more about this mystical connection. The wolves took Ulf in as one of their own and protected him as part of the pack.
The longer he was with them the better his spiritual connection with the brown wolf became. During the night he had dreams and at some point he learned how to communicate with the wolves for short periods of time. The leader turned out to have far more wisdom than wolves normally should have, and he could see parts of the memories of the wolf. He found out that the brown wolf had the name Aatu. And that he had been the companion of an old Druid named Arundel for many years. Since his master died, Aatu had been lost, and he took Ulf in because he reminded him of his old master.
Ulf lived with the pack of wolves for about 6 years. Ulf enjoyed the life with the wolves. They traveled a lot around the tundra, expanding their territory. He liked the simple life and the respect the wolves in the pack had for each other. In that time he was trained into the druidish ways from visions of Arundel, Aatu's old master, who became his mentor. Then Aatu died of old age. To sustain their spiritual connection he made a totem out of the skin of Aatu and he wears that ever since.
This became his druidic focus and the spirit of Aatu is still with him. Not long after that he left the pack and started to travel southwards. He wanted to see the animals from Aatu's memories, discover other animals in the world and help protect them as the wolves did to him.
To the South
Ulf wandered towards the south for years, around the mountain range they called the Spine of the World, through huge forests like the Neverwinter Wood, across the Sword Mountains, avoiding a big city called Waterdeep. In the meanwhile he discovered and met countless new animals and learned to better control his Druidic powers.
Ulf ended up in the Misty Forest near Daggerford. This was a forest which Ulf recognised from some of his visions. He learned that Aatu and Arundel had lived here for a few years a century ago.
On a cold day in the middle of the winter in the Misty Forest Ulf heard an animal-like scream. He quickly ran towards it and when he came closer by he saw an Elf shooting crossbow bolts at a deer! Ulf tried to stop him, but it was too late and the deer collapsed. It was only when he was close-by that he noticed the smell of rotting flesh, and saw the rotten flesh of the deer. It turned out that the deer was undead, and that the hunter called $rangerFerry had been tracking it for days.
Ulf decided to help $rangerFerry, since he was determined to find out what had happened to that deer. And they spend the next year helping each other out on multiple missions. This also led to the occasional visits of Daggerford, a town a few days traveling from the Misty Forest.